More Non-Monetary Rewards

More Non-Monetary Rewards

People seemed to like the previous list, so I thought I’d make some more.

Honorary Titles (courtesy of Vlad)

Free passage aboard any vessel in the fleet

A scroll of any spell the court wizard can cast

A manual outlining the fundamentals of the local language

A portion of land with a fixer-upper of a keep

The finest hound from the kennels

A large, unidentified, jewel encrusted egg

The captain of the guard as a retainer

A map detailing the location of a mythic treasure

The book of vile darkness

A willow extract that cures headaches

A book of coupons (near expiry)

More Posts from Bungeonsandbagons and Others

2 years ago
Settlement: Javhintor’s Keel
Settlement: Javhintor’s Keel
Settlement: Javhintor’s Keel

Settlement: Javhintor’s Keel

 Lets get one thing straight, no one sane travels during the winter, not even adventurers. There’s no food to be foraged in the wilderness, which makes for difficult crossings and even more aggressive predators. Likewise, traveling into unpredictable winter weather is suicide for all but the most prepared groups as snow or sleet can make normally hospitable terrain impassable, and exaustion compounds quickly when traveling overland. If you’re a sellsword: find someplace to hunker down where you can still get paid without ranging too far afield, contract work is best, but plenty of settlements will have odd jobs you can make due with in the cold, lean days. 

Dizidel Lek, “A traveler’s guide to not dying like an idiot and having strangers turn over your bones for loose change” , Vol. 4

Adventure Hooks: 

In the dying days of autumn, while considering where they’re going to winter, the party receives an invitation from the Jarl of Javhintor’s Keel, a thriving freehold on the edge of the sea of daggers. She’s heard of their deeds and bravery, and has invited them to enjoy the hospitality of her hall, to share mead and songs and good tidings and to lend their prestige to her own.  A message with great potential to be sure, as such offers of hospitality are often trialruns for offers of more formal oaths of patronage. The exchanging of gifts is a common practice to make such occasions official, but what gift to give a Jarl when you and your friends are but petty sellswords with narry a gold peice to rub together between yourselves?  Why not that beast that’s been rampaging through the countryside nearby ? Hunt it, slay it, stuff it, and present its head(s) to the Jarl as a trophy for her wall and a symbol of the strength you could lend to her cause. 

Once they get to Javhintor’s keel, the DM has an excuse to really let the players dig into a setting, see it develop over their three months of stay, get to know the locals, and become part of the town themselves.  Such distractions may include: 

Exploring wrecks, islands and sea caves along the coast for bitesized dungeon content.

Solving the Mystery behind a haunted lighthouse

Earning the respect of Captian Priska and her crew of reavers, earning an invitation to their next raid on foreign shores, and their own snake-venom tattoo. 

Hunt the mysterious ice-red stag that haunts the forest like a ghost

Make a Pilgramage up to the shrine of Tyr on the tallest peak and see what the god of valor has to say about their prospects

Help a mad fisherman capture a sea-beast that’s encroached on the bay and has been devouring all the fish from his neighbor’s nets. 

Apprentice under one of the many grizzled warriors that make thier home in the keel, learning new fighting techniques

Help a pair of starcrossed traders realize that though they’re fierce business rivals, the oracle’s dire prophecy regarding their competitor was infact a very poorly worded dating advice. 

Prepare for all hearth’s eve, in the Jarl’s palace the biggest festival of the winter solstice. Sneak into the mysterious forbidden wing, and figure out who the hell has stolen all the Hearth’s eve presents! 

Setup:  Jarl Irwyf is a shrewd woman, and in possession of an understanding that led her through her youth as an honored warrior and to her ascension as Jarl of the Keel. She understand that it is a warrior’s reputation that prevents their rivals from encroaching, and that by perusing a path of peace and prosperity for her people, she has dulled her own reputation in exchange. Not some tyrant to wage war on a neighbor just to strengthen her own position, Irwyf seeks to bolster her kingdom’s reputation for might and valor by playing host to the realm’s next generation of heroes. To this end she intends test the party’s character and mettle, bind them to her in loyalty, then send them out into the world to accomplish great deeds that might reflect favorably on her patronage. 

Something however seems intent on sabotaging all her plans. Her winter stores are running out faster than expected, sections of her fortress are overrun with rats, and just as the festivities really kick into gear, something goes and makes off with the food and gifts she’d prepared to bestow upon her courtiers.  A diplomatic disaster waiting to happen, as many of those courtiers are due gifts by tribal right, or else Irwyf will have been considered to have dishonored her subordinates. Her only hope now is to let the party in on her distress, showing her hand as seemingly implacable benefactor in exchange for their aid and discursion. 

Keep reading

2 years ago
Mystery: Butcher In The Backwoods

Mystery: Butcher in the Backwoods

There’s a reason everyone everyone goes to bed so early out in the country. 

Adventure Hooks: 

The party has come to the small village of Tolthurt, perhaps because they were traveling through the region with a caravan, or because their quest takes them to a dungeon in the nearby wilderness.  After getting out of the rain and arranging lodging for the night ( Tolthurt is so small that it’s inn is more of a common room the party is welcome to lay their bedrolls out on), the party meets with Ralson Rollick, an over-the-hill bard who boasts a cheery attitude and a love of the minstrel’s trade despite never making it big. While they swap stories about their travels, Ralson takes a shine to the party, and hints he might’ve learned something that’ll be of interest to them, which he’ll tell them about once he’s sobered up in the morning.    

When the party awakes, they discover a crowd of villagers clustered around a body laying in the road. Half submerged in mud and blood, the victim has been heavily mauled, but is very clearly Ralson, robbed along with his life of his instruments, packs, and his purse.  Tolhurt’s Mayor insists that no one be allowed to leave until the killers are caught, as clearly Ralson was set upon by a group of attackers, which puts the party and their traveling companions as the primary suspects. 

Though regarded with suspicion, the publican at the commonroom insists she saw the party there all night, and on her word they’re allowed to attempt to prove their innocence. Asking the villagers about Ralson’s activities reveal he was in town for a few days claiming to need to rest from a long time on the road, while examining his body reveals it wasn’t blades he was savaged by, but claws and teeth. Clearly something more than petty banditry is going on here, which the party will obviously discover on the second night when their wagon and mounts mysteriously go missing, preventing them from easily leaving town. 

Setup: Raimus Rollick wasn’t just a minstrel, but an agent of the duke’s court, sent to investigate strange goings on in Tolthurt by his liege’s request. Through stealthy observation he discovered that ancestral enemies of the Duke’s family had survived a clash between their clans, and settled in Tolthurt to bide their time and lick their wounds. 

Said enemies (The Ibrerynne)  happened to be a family of werewolves, who in the intervening generations have expanded themselves into a pack, swaying key individuals such as the mayor with the promise of predatory power, while threatening others (like the stablemaster) with savage violence should their secret ever leak.  The Iberynne family themselves live near constantly in wolf form, dwelling in a tumbeldown ruin that they’ve made into their new “estate” and stewing in their decades long thoughts of revenge. Raimus found one of their noble seals in the mayor’s office (the Ibrerynne had been reaching out to old allies and needed someone to handle their mail), and put it, a coded letter to the duke, and his emblem of safe travel in the party’s bag before he was killed by the Ibrerynne following him. 

The mayor, having not yet received his marching orders from his half-feral masters, didn’t know who’d killed the minstrel or why, but knew he needed to defer blame. A good number of Tolthurt’s inhabitants don’t know anything about the werewolves in the forest, and his job was to keep it that way.  For their part, the Iberynne are finding the seal at any cost, and are cutting off hope of escape from the village one avenue at a time, will the party realize it before it’s too late? 

Keep reading

2 years ago

My latest Terrible* DnD Campaign idea:

Scaling Hard "Nuzlocke" Mode.

We're gonna take the entire XP mechanic and through it out the fucking window.

Everyone starts at level one, but they make a backup character at the next level. They play that first character at level one until shit gets too hard and they die. No rezzes. Next available opportunity, bring in the backup level two character. Player makes a new backup, at level three.

So on, so forth.

The only way to level up is to die. The core goals/challenges are:

be the lowest level character to make it to the end of the campaign

get to explore a whole lot more classes and characters than you would normally

conversely, deal with the gritty reality of how dangerous this life of adventure is as so many of your party keeps falling

meta-wise, built in scaling system for less skilled players: die a lot? wind up stronger and stronger more quickly to balance it out

something something Ship Of Theseus adventurers guild?

1 year ago

✒ Solo RPGs

About a month ago I went down a rabbit hole and came out the other side absolutely obsessed.

A singular post on r/fountainpens notified me to the existence of Solo Journaling RPGs- literally, tabletop experiences that you play by yourself. Some of these games have physical components, but many are played entirely with a pen and a piece of paper.

Needless to say, I was absolutely thrilled at the concept of being able to scratch that TTRPG itch without the social drain, impossible scheduling, AND with the bonus of using up my enormous stores of fountain pen inks. Since the middle of November I have tried three separate Solo RPGs, with one being a longer experience with a physical book with rules and tables...with the other two finished experiences being short, one-to-two page PDF's that can be played out in several hours.

✒ Experiences so far...

During my first attempt I tackled a larger-than-anticipated RPG called Apothecaria. In this game, you are sent a letter by a witch who wishes for you to take her place making potions in the town of High Rannock. You gather reagents, explore, make potions, and develop your reputation and relationships with characters in town. Very Stardew Valley inspired, but with a fun, witchy twist. There is also a cute animal version called Apawthecaria, as well as a few expansions for the main game, which I have yet to look at.

I was excited to start but otherwise clueless about the typical pacing and play of journaling RPGs, and soon found that I was writing way too much information!! My hand got tired, and I put it aside for the time being. I will have to revisit it soon, as it is DISGUSTINGLY cute and fun, but for now I have focused my sights on smaller experiences.

During my second, I played a cute little experience called Last Tea Shop. The game has since released a "full" version with more mechanics, but I found the classic version to be exactly what I was looking for on a lazy saturday night. It took me about 4.5 hours to complete thanks to several distractions, but the playtime was probably closer to 3.

I found this to be a strangely emotional little experience, which probably should have been expected since you are playing as a shopkeep at the edge between life and death. I will admit to shedding a few tears by the end of my journey- but they were happy ones. I will be returning for the full version sometime after I have let the experience settle.

My most recent experience-- as of maybe 30 minutes ago, to be precise-- is a lesser-known RPG called Axe Wielding Priest. This was a wonderful switch up from the cozy games I have tried so far, and as a person who adores a good (but understandably controversial) "sanity" mechanic in a game, it scratched my itch for madness.

There are some warnings in the description for blood, self-harm (flagellation), violence, and paranoia, but I thoroughly enjoyed the 2 hours I spent exploring the mind and history of my character.

✒ Conclusion

I am absolutely obsessed. I'm always itching to come up with stories, but have burned many a role-playing partner by being flaky or losing interest. These offer a few overarching mechanics and rules and otherwise let your mind run free. That sense of loose structure is exactly what I need as someone who struggles with ADHD, but also enjoys coming up with solutions within a set boundary.

There are "old-school" solo RPGs out there, as well as others that aren't just acting as a tool for creative writing. I will be trying some of those out as well as the time comes, as well as the games that use physical maps and movement around a grid.

1 week ago

OP: When demonstrating dance moves, it's crucial to execute the actions precisely. (cr 爵士舞柳柳老师)

2 years ago

So i wanna do homebrew content but i fundamentally don't understand how to hand make a character sheet??? Like how do i make it w/o using dnd beyond???

So I figure i’ll use this opportunity to explain character making/character sheets in general.This will be more in depth than you need but i’ll call it a resource and add it to my blog in a link. 

Buckle up guys this is going to be a LONG one we’ll call this

DUNGEONS AND KOBOLDS’S LONG GUIDE TO MAKING CHARACTER SHEETS

1.     Character Sheet

First step is getting the character sheet itself. Below is a link to where you can download them on Wizards of the Coast’s website:

https://dnd.wizards.com/articles/features/character_sheets

This should download a file – the sheet that people use most often is called CharacterSheet_3Pgs_Complete.pdf

It’s well laid out and easily editable on your computer.

2.     Class/Race/Background Combination

Second, choose your class/race/background combination. It’s also important to understand a basic idea of where these appear/what they effect

Race: Ability Scores, Skills, Proficiencies, Features & Traits

Background: Skills, Proficiencies, Features & Traits, Equipment

Class: Basically everything but Ability Scores – although it does determine how you’ll want to arrange your Scores.

3.     Ability Scores

Ability Scores are on the far left hand side of the sheet. These determine your base Strength, Dexterity, etc. bonuses (ie. What you add to your rolls).

There are 3 basic ways of determining these scores: rolling, point buy, and standard array.

https://thekindgm.wordpress.com/2017/12/16/determining-ability-scores/

Above is a link to a post that explains these better than I could which I refer to often. (consult your DM as to which way you are using for your campaign)

For every 2 points your Ability Score goes up/down by, your bonus will go/down by 1. Ie. A Strength of 10 will give me 0 or no bonus a 12 +1, a 14 +2, etc. Whereas an 8 will give me -1, a 6 -2.

Arrange these scores as you wish – a good rule of thumb is you want your primary attacking ability to be your highest (normally the Quick Build section of your class will have good suggestions on how to arrange these statistics). I’ll go through what each of these scores effects in my explanation which should give you some options on how to arrange them.

To these base scores you’ve figured out, you then add the bonuses given to you by your Race.

For example, if I have a 14 Dexterity (+2) but I’m playing a Kobold (which has an increase of 2 for Dexterity as one of its traits) my Dexterity is then brought up to 16 (+3)

4.     Proficiency Bonus/Saving Throws

Proficiency bonus has a separate column in the levelling table of your class. At level 1 it is generally +2. This means that if you are proficient in a Saving Throw, Skill, Attack, or Tool you add your Proficiency Bonus and the bonus from your associated Ability Score to the Roll.

For example, if my Kobold is a barbarian, they have proficiency in Strength and Constitution Saving Throws. This means if my Kobold has a Strength of 14 (+2) and I am rolling a Saving Throw, I add another +2 to the roll (bringing it up to a total of +4). On the left hand side of the Saving Throws (and skills) there are little circles, fill in the circles of the Saving Throws you are proficient in to remind yourself why you have that score (but write next to them what you’ll actually be adding, ie. +4 Strength Saving Throw for my Kobold).

5.     Skills

This sheet actually makes skills relatively easy to fill out. Again fill in the circles of the skills you are proficient in (these can come from your class, race, and background so be sure to check all three). On the right hand side of each skill is the associated Ability – if you are not proficient you write down your base Ability Score bonus. If you are proficient be sure to add the +2 (at first level)

6.     Other Proficiencies

In Other Proficiencies and Languages write down the languages, tools, weapons, and armour you are proficient in – this is more to remind yourself of what you can and can’t easily use.

7.     Armour

https://roll20.net/compendium/dnd5e/Armor#content

Here is a link to all of the armour scores you’ll need. Generally, armour is a base score (say 11 for leather armour) plus your Dexterity (just the base Ability Score bonus). Some armour gives you just a base score that you don’t add anything to. Some will have a strength requirement for you to be able to use it. The link divides the amour into light, medium and heavy amour – whether or not you can use them is determined by your proficiencies (found in your other proficiencies section)

If you’re wielding a shield you add another 2 to your armour score.

Unlike weapons your generally can’t use armour that you are not proficient in.

 8.     Initiative

Unless you have a Feat or a special class based bonus your Initiative is your Dexterity Ability Score Bonus

9.     Weapon Attacks

https://roll20.net/compendium/dnd5e/Weapons#content

This link again divides the weapon up neatly into the proficiencies (simple and martial weapons).

There are 2 main scores to worry about with weapon attacks – Dexterity and Strength.

Dexterity based weapons are Ranged or Finesse weapons. Strength is everything else. Your attack bonus will be either your Strength or Dexterity Score (depending on the weapon) plus your proficiency bonus (although you can use weapons you are not proficient in, you just lose this bonus).

Your damage is the listed damage (see link above) plus either your Strength or Dexterity (again depending on the associated score).

(I’m not going to go into dual wielding here but feel free to ask if interested)

10. Equipment

Equipment will be listed in class and background – all you have to do is write it down in this section.

11. Gold

Gold normally appears in your background and class, but have a chat to your DM to see if they have a preference for staring gold.

12. Features/Traits

In the Features/Traits column you write down basically the things you can do (though people will use this column differently).

This includes things such as Darkvision, the ability you gain from your background and general abilities granted by your class (that are not spells or attacks). For instance a Cleric’s Channel Divinity might be written in this column.

 13. Spell Casting Ability

Your spell casting ability will be listed in your class – either Charisma, Intelligence or Wisdom. 

14. Spell Save DC

Your Spell Save DC will be your Spell Casting Ability Score’s bonus + your proficiency + 8. Ie. If my kobold is now a bard with a Charisma of 18 (+4) and is 1st level their Spell Save DC will be 4+2+8 for a total of 14.

 15. Spell Attack Bonus

Your spell attack bonus is your Spell Casting Ability Score’s bonus + your proficiency – for my previously mentioned kobold this would be 4+2 for a total of +6

16. Choosing Spells

There are 2 main ways classes determine what spells you have. The first method is, you choose new spells as you level up and those are the only spells you have (for example a Bard uses this method). The number of spells you have for classes such as this will be determined by the Spells Known column in your levelling up table. The second method is preparing spells. This means you can potentially cast any of the spells for your class, but each morning you choose certain ones for the day. The number of spells you can prepare will most likely be your Spell Casting Ability Score Bonus + your level (unless you’re a paladin).

17. The Other Stuff (alignment/personality)

The other stuff you can write or not write as your wish – this stuff is more for RP. Personally I will write my alignment and that is it – but you can plan as much or as little as you want! 

As usual feel free to ask for any clarifications/more information.

Hope this was helpful! (sorry of the length)


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2 years ago

If your plot feels flat, STUDY it! Your story might be lacking...

Stakes - What would happen if the protagonist failed? Would it really be such a bad thing if it happened?

Thematic relevance - Do the events of the story speak to a greater emotional or moral message? Is the conflict resolved in a way that befits the theme?

Urgency - How much time does the protagonist have to complete their goal? Are there multiple factors complicating the situation?

Drive - What motivates the protagonist? Are they an active player in the story, or are they repeatedly getting pushed around by external forces? Could you swap them out for a different character with no impact on the plot? On the flip side, do the other characters have sensible motivations of their own?

Yield - Is there foreshadowing? Do the protagonist's choices have unforeseen consequences down the road? Do they use knowledge or clues from the beginning, to help them in the end? Do they learn things about the other characters that weren't immediately obvious?

2 years ago

An updated compilation of costume transformations from the popular douyin account 朱铁雄.

song: 此生过半 (DJ阿卓版)

2 years ago

Second, do you have any good fantasy RPGs set in a non-european focused or at least not medieval-European world? It can be based off of a real-world culture or something brand new

THEME: Non-Western Fantasy

Hello friend! For this recommendation, I wanted to highlight games made about non-western fantasy by authors who hail from the cultures that inspire the games. For that purpose I really want to shout-out to rpgsea and rpglatam, two community/movements that have made it much easier for creators from Southeast Asian and Latin American cultures to advertise and publish their games. Not all of my recommendations come from these communities, but they’re a great jumping-off point to find more games with unique settings, fresh ideas, and beautiful, beautiful art.

Second, Do You Have Any Good Fantasy RPGs Set In A Non-european Focused Or At Least Not Medieval-European
Second, Do You Have Any Good Fantasy RPGs Set In A Non-european Focused Or At Least Not Medieval-European
Second, Do You Have Any Good Fantasy RPGs Set In A Non-european Focused Or At Least Not Medieval-European
Second, Do You Have Any Good Fantasy RPGs Set In A Non-european Focused Or At Least Not Medieval-European
Second, Do You Have Any Good Fantasy RPGs Set In A Non-european Focused Or At Least Not Medieval-European
Second, Do You Have Any Good Fantasy RPGs Set In A Non-european Focused Or At Least Not Medieval-European
Second, Do You Have Any Good Fantasy RPGs Set In A Non-european Focused Or At Least Not Medieval-European
Second, Do You Have Any Good Fantasy RPGs Set In A Non-european Focused Or At Least Not Medieval-European
Second, Do You Have Any Good Fantasy RPGs Set In A Non-european Focused Or At Least Not Medieval-European

Nahual, by Miguel Angel Espinoza.

Nahual is a tabletop roleplaying game about brjos nahuales, humans of mestizo and indigenous ancestry that have the power to shapeshifter into an animal form. These nahuales hunt angels to make a living, running a changarro - a business - together to sell the products they make from the bodies of the angels they have killed. These are stories about underdogs, struggling to find their place in a Mexican world of fantastical and overwhelming forces.

Miguel Ángel Espinoza is a Mexican layout artist and game designer, and the head of Smoking Mirror Games. His ttrpg Nahual really picked up steam on Kickstarter, unlocking stretch goal after stretch goal. At its core, this game is PbtA game about underdogs going up against celestial parasites. Angel Dust is a potent drug, and angels are used by corporations, politicians, and the Church to lure in worshipers and make money. You play the labourers at the bottom of this pyramid, aching for freedom but trapped inside a concrete jungle. Your biggest asset? The special gifts you’ve inherited from your ancestors, watered down as you’ve lost your cultural memories. 

This game is more urban fantasy than anything else on this list, but if you want to explore a game about reclaiming something that you’ve almost lost, you should definitely check out Nahual.

ARC, by momatoes.

Ready Yourself. For Tonight, we save the world.

The RPG to slay the apocalypse. Capture your imagination with near-inescapable dooms that threaten infinite worlds. Be a hero or be the guide to facilitate a heart-racing story to remember.

ARC enables people wishing to run a game with limited experience. The Doom and its Omens help create tension and manage the story’s pacing. The rules are approachable so you can focus on helping make the best story for the table. Additionally, the last chapter of the full book is filled with tips for building a good experience for you and your friends. 

The creator, Momatoes (aka Bianca Canoza), is from the Philippines, and is the custodian of RPGSEA, as well as a Winner of the Diana Jones Emerging Designer Award. Her game, ARC doesn’t have a lot of setting decided for you - instead, you decide elements of the setting yourself. There's even a license for creators who want to publish their own content! The biggest selling point of ARC is the Doom, a terrible event that the Heroes want to prevent at any cost. The GM will set up Omens, which are pieces of the story that advance the Doom - pieces the characters will need to investigate and interact with in order to resolve. Finally, the Doomsday clock is a tool that can be used to keep the sessions tight and focused: every moment on the Doomsday clock has the GM roll 1d6 per unresolved moment - the higher the roll, the closer you tick towards catastrophe! If you want a beginner-friendly game that allows maximum creativity, you should definitely check out ARC.

Arunika, by Anonymocha.

Darkness and gloom threaten to shroud the entirety of this world you call home. Or perhaps, it already had. However, there's hope.

You are a Light Bearer. This beacon of light you hold is the key to reviving the world's gleam and hope, through your own. You are bestowed with the pursuit of rekindling the world, forging bonds with its inhabitants along the path, and freeing it from the murk with what you can offer.

Arunika is a TTRPG of maintaining hope, sharing it with the world, and most importantly, caring for yourself while you're at it.

The rulebook reflects a world's journey towards revival from the characters who escalate it. It is made with the vision of a game that has a non-violent, narrative-first, and feelings-focused system which can be interpreted in many optimistic, creative, whimsical, melancholic, or introspective ways.

Mocha, the creator, is an Indonesian artist with a beautiful and unique art style, visible in the projects they create and contribute to. One person plays the Light Bearer, a character who holds the Light, a beacon that needs to be used to rekindle the world. Other players can play the Companions, friends and old foes that accompany the Light Bearer on their journey. This game can be run with just a GM and one player, with all of the Companions as NPCs. The stats of your character will fill or deplete depending on the events of the game, so Heart will increase when the party has a positive interaction, while Hurt will increase from suffering harm, or decrease when your character is comforted. If you want a game that is easy on the eyes, gives you the basic premise and lets you build your own world, you should check out Arunika. 

Hearts of Wulin, by Lowell Francis and Agatha Cheng.

Hearts of Wulin is a game of wuxia melodrama, Powered by the Apocalypse. Players take the role of skilled martial artists in a world of rival clans, conspiracies, and obligations. The game emulates films like Crouching Tiger, Hidden Dragon, Chinese wuxia TV series like The Smiling Proud Wanderer and Fox Volant of the Snowy Mountain, and Chinese martial arts novels from the second half of the twentieth century. In these tales, romance is as dangerous as a blade. Everyone has ties to factions, loves they can’t quite express, and secrets which will shake them to their core. As in the source material, stories in Hearts of Wulin are driven by the characters’ duties, romantic desires, and entanglements with other characters.

You get everything you need to play the game in three different styles: Core, Courtly, and Fantastic. The core game is as described above: a game of wuxia melodrama featuring wandering wulin warriors. The courtly style of play sets the game in a world of politics and factional scheming. The fantastic game adds strong elements of the superrnatural to the story. Each style of play has its own playbooks and moves—it's like having three games in one! 

Agatha Cheng is a cultural consultant and a podcast host, on top of being a co-author of this wuxia-inspired game, in a genre she’s loved since childhood. Hearts of Wulin is an homage to melodramatic stories about protagonists, torn between equally treasured relationships. You may be in love with your teacher’s greatest rival, or perhaps your master and your father despise each-other. The PbtA system that Hearts is built on prioritizes emotional conflict and failure that moves the story forward, while slimming down the mechanics to simple 2d6 dice rolls. If what you’re looking for is story beats that rip your heart up and make you feel all of the feelings, you should check out this game.

Gubat Banwa, by makapatag.

Gubat Banwa is a game of rapid kinetic martial arts, violent sorcery, heartrending convictions and bouts of will. Warriors that channel gods face sorcerers that master black arts, martial artists who have unlocked a new form of cultivation clash swords with those that perfect the night alchemies.

Gubat Banwa is a  Southeast Asian fantasy martial arts Role-Playing Game, inspired by the refulgent cultures of Southeast Asia. Raise your spears, KADUNGGANAN, you elite warrior-braves and asura-knights who travel The Sword Isles to prove their conviction and dictate the fate of the world. Revel in larger-than-life war drama like in Asian Dramas, ballistic tactical martial arts grid gameplay in the vein of Lancer or Final Fantasy Tactics, and find glory beyond heaven. Wield the Thunderbolt of Liberation! Rejoice! In the Glory of Combat!

Makapatag, or Waks, is a Filipino creature who loves creating tactical ttrpgs. All of their games have strong Southeast Asian inspiration, but Gubat Banwa is what you’re looking for if you want good old fantasy. Rules-wise, the author credits Lancer, Pathfinder 2e, ICON, Ryuutama, Apocalypse World, and so many more iconic, well-loved games for their inspiration. This game is made to specifically centre Southeast Asian cultures, and the setting is not solely based in a specific historical setting, but is rather inspired by many cultures and stories of these cultures. I strongly recommend you read the Note On Intended Audience on page 4 if you get this book.

And what a book it is. 400 pages, with maps, roll-tables, an extensive dive into the lore and terms created for this book, and pages and pages of gorgeous gorgeous art. Character creation is heavily involved, incorporating the culture you hail from, the ideal you’re fighting for, major life events and debts, as well as different Disciplines, combat arts that each have their own styles, weapons, and techniques. Fighting in this game is not just a matter of survival - it is a science. If you want a game that gives you in-depth characters and hours and hours of material in a world in which every piece of lore has been carefully thought out, I heavily recommend Gubat Banwa.

Mangayaw, by goobernuts.

Mangayaw is an RPG for one facilitator (the Mangaawit) and at least one other player. Players act as Binmanwa, adventurers and survivors in an archipelago of bloodshed and goldlust. This game is inspired by Philippine legend, folklore, culture and history. The game and its setting is still a work-in-progress. Based on and inspired by Cairn, Into the Odd, Mausritter and numerous other games. 

Benj, the creator, is a member of RPGsea, and draws heavily from Philippine folklore and history for this game. This is absolutely for OSR fans, with delay fast combat, class-less and level-less characters, and a ton of equipment and magic items inspired by Philippines folklore.

Whereas many OSR games present the rules with the assumption that the GM knows what they’re doing, Mangayaw contains a page of principles for the Mangaawit, outlining narrative focus, the purpose of danger and treasure, and advice on how to present the characters with choices, NPC motivations, and the benefits of random generation. It also contains principles for the players, and principles of the World, providing guidance for folks who may be unfamiliar with the culture that inspires this setting. There’s suggestions for names, descriptions of unique items, and tables for magic and sorcery. If you love roll tables, you’ll love Mangayaw.

Brave Zenith, by Roll 4 Tarrasque.

Brave Zenith is a post-fantasy tabletop RPG, set in a world inspired by Brazilian culture and long summer nights playing JRPGs on a pirated PS1. With a set of simple interpretative rules, that focus on player creativity and imagination, explore the ruined world of pastpresent, meet colourful (and deadly) creatures, see the sights of the Second City, partake in delicious Monkey Oil and become an adventurer.

Roll 4 Tarrasque is a team of Latinx creators whose efforts won Game of the Year for 2022 at the Indie Groundbreaker Awards with this game. Brave Zenith is a game about fantasy odd-jobs, rather than epic quests - your characters are cleaning up houses, hunting ghosts, stealing from the rich, etc. The people and creatures of the world are unique and enchanting, from the friendly Jelly shopkeeper to the slippery butter construct, to little porcini goblins. 

Characters have 3 stats, gain abilities based off of their occupations. There are three suggested origins to help you determine what your character looks like, but you’re also welcome to create your own! There are typical hallmarks of dungeon delving here, such as loot tables, monsters to fight, and spells to cast. For the GMs, there’s a chapter full of advice on how to prepare for a session, quick NPC generation, and tables to help you write an adventure on the fly. Finally, the rulebook itself is bright, colourful, and fun - perfect for communicating the kinds of games it’s designed to run!

Lutong Banwa by Sinta Posadas (Diwata ng Manila).

We, the Tamawo, we have no concept of hunger, food, or of a nuclear family. We wandered aimlessly for a long time. Then, we met a Giant Grab. She took us in like her own children. Clothed and sheltered us like we were her kind. We call her Mama Kasag. She showed us more about the people that came before us. The ones she calls “Humans”. 

Lutong Banwa is a cooking game, where you set out to adventure and find ingredients from Spirits and recipes from old civilizations. Embark on this anti-canon storygame adventure with its own custom system and play to find out just what sort of zany adventures you can get up to in this weird, wild world. Do whatever you want.

Sin is a Filipino game designer who loves designing games that incorporate magic realism. Lutong Banwa is no different. You play Tamawo, who have bodies that appear similar to humans, but live in an age in which humans are long gone. Humans are strange beings of a past age, with unfamiliar customs, such as cooking. You’ve picked up cooking as something to explore, and thus go out on errands to find new ingredients for Mama Kasag. This game is charming and small, quick to learn and easy to play. It even includes recipes to get you in the cooking mood! If you like cozy games with low stakes and a charming setting, you should absolutely check out this game.

A Thousand Thousand Islands.

This is not a game, but rather, a collection of system-agnostic zines for use in fantasy tabletop games. This collection is designed by a trio of Malaysian designers, and contains places such as Mr-Kr-Gr, a river kingdom ruled by crocodiles, Korvu, a maritime nation of tenant mercenaries, and Ngelalangka, a market inspired by Southeast Asian bazaars. If you have a game system that you’re already comfortable with and you want to explore fantastical places within that system, I heavily encourage you to check out these zines.

2 years ago

Pathfinder 2e New Player Resource Masterpost

Hey there! Looking to get into PF2e? You’re making a great decision, but you may not know where to start! I’ve put together a handy list of resources you can consult while getting into the game. As always, if you ever have questions about PF2e, please don’t hesitate to reach out! I love this system, and I love helping new players!

Official Resources

The Archives of Nethys are the official host for the PFSRD. You can find ALL of the rules of the game for free there. Literally everything that is not Golarian specific is on the Archives, and all of it is laid out incredibly well. It may not look quite as flashy as beyond, but its search functions and layout are superior. 

If you buy one product from Paizo as you get started, I HAVE to recommend to BEGINNER BOX. This thing is fantastic. It simplifies the rules, gives you GORGEOUS character sheets that highlight all of your abilities, and have a fun little adventure that dovetails nicely into either their Troubles in Otari or Abomination Vaults modules. (As someone who has run both of those now, they’re both fantastic as well and I highly recommend them.) 

Beyond the Beginner Box, I would also suggest picking up a Core Rulebook. It is true that all of the rules information is already laid out in the Archives, but having a CRB on handd is nice for the art, plus the book is laid out incredibly well. If you can’t afford a CRB at this time, though, you’ll still be good! You might also watch for Humble Bundles, as they often have great Pathfinder packs on there, and sometimes it includes Physical CRBs, in addition to a load of other great PDFs. 

When looking to GM, I recommend the following pages in the CRB first. I’ve also linked the corresponding Archive pages: 

Introduction, Pages 7-31. This will give you the rundown on key terms, how characters are created, the base flow of the game, and the action system (the best part of pf2e!)

Playing the Game, Pages 443-481. This is the longest section of the rulebook to read, but there’s a lot of great stuff in here. This will give you the rules for checks, combat, conditions, resolving actions, and the differences between encounter, exploration, and downtime mode. The most important is encounter and exploration mode, so you can feel free to only skim the downtime mode section of this part. 

The Gamemastering section has a lot of great stuff, but for a GM, your two most important sections will be the following:

Encounter Building, pages 488 and 489. The rules for building encounters work in this system, and they work WELL. Obviously, environment, terrain, and how a specific groups strengths and weaknesses compare to a monster affect things, but if you budget a moderate encounter, it can be expected to be moderate. Just be sure you recognize that Moderate encounters are still meant to be challenging in this system, and Severe encounters are potentially deadly. Extreme encounters should be used incredibly sparingly. Maybe 1 or 2 times per campaign.

DC Charts and Adjusting DCs. Pages 503 and 504.  If you ever need a quick DC, these charts are your friend. You don’t need to memorize them, but you’ll want to have them in an easy-to-reference spot.

Youtubers

There are a lot of great youtubers for PF2e. I’ll only be highlighting a few of my favorites here!

How It’s Played  is probably the best resource for a new player, and helped me a ton with all of the rules when I started GMing. They do close looks at different subsystems, and clearly break down how the rules apply. You don’t need to watch all of their content before you jump in and play, but if you watch a few of their main series on PF2e between each session, you’ll be a rules master in no time! 

I also really enjoy The Rules Lawyer. He always has well-reasoned takes on things going on in the hobby, and and has an enjoyable calm/measured tone. I highly recommend his “Combat Tactics” videos, as he highlights some of the major differences with 5e and what things are now expected to survive. A lot of common 5e tactics are a way to a quick death in PF2e, but you do have the tools to survive!

The final Youtuber I’ll be highlighting is Nonat1s. He’s puts out quite a variety of videos, including skits and other fun things, but is also a wonderful ambassador for the game and gives great character advice as well. I want to highlight his “Welcome to Pathfinder Second Edition” video, which is just perfect!

Other Resources

I can’t create a list of resources without calling out Pathbuilder! It is hands down the best character builder, and its available on desktop and mobile. It’s mostly free, with a small donation being required to unlock premium features. At this time, there is no crossover between the web app and desktop besides being able to save and access characters from google drive.

The Pathfinder 2e Subreddit  is a wonderful community of people, and it’s a great place for discussion. There’s weekly question megathreads, discussions about releases, people highlighting great builds and fun things in the system, and it’s probably the quickest place to keep track of announcements. There’s also a lot of love for 3pp there!

Speaking of 3pps, I LOVE the Battlezoo line! One of my players is OBSESSED with dragons, and they have a whole book that was tailor-made for him, and it’s incredibly balanced and fun. They’ve also got a whole bunch of other cool stuff that’s been kickstarted and will be releasing soon. 

What VTT should you use if you’re playing online? My hat is thrown into the ring for Foundry VTT. It’s my VTT of choice. It’s wildly powerful with the Pathfinder 2e system, and a wonderful community of devs have gotten the system almost entirely automated so you can focus on RP! It’s a breeze as a GM as well, and the only difficulty is in self-hosting, but even that isn’t too bad. Their site has a great set of guides, starting HERE with the ways you can host. If you choose to self-host, you only need to make a 1-time payment of 50 dollars for the software, and only one person needs to actually do the hosting. Split between a group? That’s incredibly affordable, especially considering there is no subscription!

I’m gonna shout MYSELF out here. I put together a List of Actions you can take in combat that isn’t just moving or attacking. Coming from 5e, it can be easy to get stuck in the loop of move and attack, but there are so many more options, and those options are very crucial. This isn’t comprehensive, but covers the basics characters can have access to with only minor skill investment.

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