I mean, they doubled as their own flying saucers!
https://fables.pro/a/series/fuzzy-knights
#webcomic #rpg #kodt #roleplaying #fantasy #SF #scifi #fuzzyknights #toystory #comic
I mean, they doubled as their own flying saucers!
https://fables.pro/a/series/fuzzy-knights
#webcomic #rpg #kodt #roleplaying #fantasy #SF #scifi #fuzzyknights #toystory #comic
Side Mission: Aamar and Saffron go on a chase
As most of The Five (now at seven) recover from combat and put out fires Aamar and a freshly healed Saffron rush to the rock outcropping where the group of Nak’s followers leadership seemed to be. It is dark, the embers of the burning trees and corpses does not provide much light.
Aamar mutters a few words and light emanates from his shield. The rocks don’t reveal much. From Mansaray they learn that a man in chain mail grabbed the book and took flight on one of the massive eagles, but there are tracks. Another man, probably the bowman, fled on foot. There is no light ahead as he scrambles through the rocks and brambles.
Both chasers and chasee will be slowed for different reasons. There is a chance they can catch him, if they run. And they do. They rush through the night, guided by a bit of Light on that shield the human, halfling, bear cub and sled dog are on chase. They are off in the night, a small group charging after a man with a bow.
For the most part the trail from the runner goes along the paths of the local deer and elk. At best guess they are roughly maintaining distance. After a couple hours the path crests a small ridge.
An arrow whistles past Aamar’s shield.
Just over that ridge are three men. The one with the longbow is familiar. The other two are new. Both have crossbows.
Aamar, Saffron their companions rush forward. The ambush failed, and they must take advantage. A rapid exchange of blows with the leather clad crossbowmen ensues. The longbow user starts to run. Aamar is off in chase.
Bernie, Saffron and her dog off one of the two remaining. Aamar’s chase only lasts a few dozen feet. He closes to within a couple feet. The runner takes two swings with a short sword, both miss. Aamar’s small axe cleaves through the runner. There will be no interrogation of that one.
After Bernie and Saffron take out one of the two that oppose them the other surrenders, begging for his life.
Here, there will be an interrogation.
There are a few learnings from this one. He’s poor and willing to soldier for money. He explains that “Anderson asked us to hold here in reserve to protect the retreat.”
Further along they find that Anderson is not the bowman, but a higher up, perhaps the one in chain that fled on the eagle. Aamar and Saffron discover that just down past this ridge is an encampment of Nak, and Anderson is merely a leader, not the leader. The bandit is sent back to the small village near the Glass Tower to serve Nima, matron of the family that cared for Saffron during the illness.
They pick through the leavings of the fallen soldiers. Take the money off the one that lives. After creating some distance from the violence Aamar and Saffron finally rest.
In the morning they trudge along towards the valley and the community of Nak. Now, under the soft light of a partly cloudy day they work towards an active volcano. They move slowly through the cover, not wanting to be ambushed again, and no longer having a reason to hurry. It is close enough to the Glass Tower that they should be able to see the size of the community, its location and still get back to their compatriots. That assumes that everything goes to plan (ha!).
And now they see the smoke of an active outdoor fire, as well as the thin trickles from household stoves. Saffron, Aamar, and their companions slow the approach even more. Now they creep through scrub, find bushes, scamper in little troughs of land.
A multi-racial group heads there way. All have companions, eagles and wolves accompany the mixed group of humans, halflings and a loan goliath. Saffron had separated from the Aamar and Bernie. She’s alone with very little cover. The six people of Kin are moving towards the members of The Five.
Saffron makes a little run to hurry towards another hiding spot. The group of six pause, chat and three return to the hamlet/camp. The other three, including the goliath walk towards where Saffron was. They’ve spotted the heroes.
A rustle of noise, like a flock of birds comes from a copse of trees off to Saffrons left. The goliath sends his eagle off to investigate. One of the humans, a woman, sends her dog as well. Another rustle and their full attention is drawn.
Aamar mutters and gestures. The little cantrip did its job. Saffron joins him. And now, thirty seconds later Silence surrounds them. They run, no ears can see and the cover is enough. They’ve managed to escape unharmed, but not unknown.
The return to the Glass Tower is safe.
Cortez is surprised to learn that Anderson is a leader, he had expected it to be his former student Chorl. He is also surprised that a semi-permanent settlement would be inside that valley, as it is a lahar. The two saw four small cottages, a medium sized building built to allow goliath entry and a larger structure clearly with a few rooms. There was at least one other building hidden behind a ridge, as there was a trail of smoke coming from that area. Saffron draws a quick map.
This place probably has the Lorebook. The leadership and most residents (maybe all) are parts of the Cult of Nak, a group that wants the companionship between beast and people to become even stronger, maybe even as one. There is a chance that something within that Lorebook could help that happen.
Telse is three or four days away. A messenger pigeon was sent, but The Five and Cortez have yet to hear back from the large town.
#DnD #DungeonsAndDragons #PlayingDD #recaps #RolePlaying #session
Session 6: Safety in stone, signs in the sky
This session was different. Up to this point there’s been some rather standard role-play. All that three tiers stuff – exploration, combat and social interaction in some balance. Each session’s balance was different, but most followed a particular pattern.
That’s basic episodic style and necessary because the group of players has a core and others that drop-in for sessions when they can. Having a sanctuary enables simple entry points and doesn’t have to include a drop-in riding an axebeak from the horizon.
In session five timing prevented an adequate sanctuary. Four characters raided the village of Nak and they were still there when we ran out of time. In order to create some permanency of play and not skip three or more weeks due to soccer schedules session six took place in just 90 minutes.
And because of real-life schedules one of the four raiders was not present. One of the two more regular characters was going to be at this session. Again, the group of three-four is inside a town with multiple patrols and maybe other obstacles preventing them from leaving. We have 90 minutes of play.
The solution was a co-operative narrative montage.
Session six did not start in Nak. It starts with an out-of-game recap of situation as stands for each character after session five and then begines in the Glass Tower’s basement about 16 hours later. Cortez asks Behn how they got the Lorebook from the Cult of Nak.
Behn described the battles and conflicts of session five when Cortez interupts, “But how did you get away?”
Maurice responds that they had to sneak around the patrols that were between them. The discussion continues as Aamar describes an encounter with a bear at night. Shonie thanks them for returning and asks why Samul the Barbarian is exhausted. Another explains how fierce the barbarian fought, and Behn brings up that the two were shot with some kind of magic missile.
Cortez no longer cares for the tale of escape and asks for the Lorebook. He sees a few pages that are mere remnants of themselves. “You found Chorl?”
This ends the montage portion.
The mostly confused group say “no.”
“You said there were three patrols, but you only needed to avoid the two. Where did the other go?”
“To the North, up the mountain,” Mo answers.
The Five do not know if Chorl is present in that group, but Cortez seems confident that he was and he will be coming back to them. Chorl is a halfling and former student. He seems to have taught Anderson something as well. Anderson no longer breathes and cannot answer if this is true.
Shonie interrupts, “they are coming to us. Should we stay or attempt to get back to Telse. Kellamon never sent a receipt message back to us.”
Behn asks Aamar if he can use his Stone to talk to Telse. “The Stone does not connect to Telse. It’s messages are vague, but certainly not from Telse.”
A basic map of the small mostly wood tower.Cortez and The Five start to discuss the options of defense in place, noting that Shonie repaired some of the damage to the observatory windows. It would be better than running, since Cortez would need help and does not want to abandon his books. As the group is discussing a trap involving a flanking operation with missile support from the observatory Aamar heads to that highest of floors. Maurice followed closely and asked the wise cleric of Quar if he could read the book that Mo took earlier. Aamar says it is “The Creation and Use of Transmutation Stones During the First Age.”
All but Samul follow. He is on the first floor in the guest room recovering from his exhaustion. From the windows on the 3rd floor of the observatory they look out at the skies. Towards Nak they see three giant eagles in the air. They seem to be circling and searching rather than heading straight to the Glass Tower. Just beyond those eagles the volcano appears more active than typical.
Aamar asks Cortez “is the volcano normal?”
“It is more active than in my lifetime.”
To the southwest past the Cliffs of Gallinor is a storm with that sickly greenish-grey. To the east is a thin trickle of smoke out over the Bay of Sheljar. Nature looks ominous and the Five, with their allies, believe that soon the rest of the Cult of Nak with their leader Chorl will be coming.
Chorl and his followers are willing to destroy the Lorebook. The group know Chorl had 10-16 people with their bonds of wolves and eagles on patrol. The Five don’t know when they are coming, just that they took the Lorebook once and will almost certainly try again.
This 90 minute or so session moved the story along while regrouping the various participants inside their “homebase.” Using a small amount of available time assured that the tale will still be told, even if in smaller chunks than are typical.
#DnD #DungeonsAndDragons #PlayingDD #RolePlaying #RPG #TheFive
Telse and the region of The Everflow
I’ve had the great pleasure of playing with the alpha test of Fantastic Maps #HexAllTheThings. If you want to break the tool sign up here. The first thing I did to break it was make a larger than expected map of the Western Wildes, or those cities and towns that are primarily influenced by The Everflow.
Telse, Mira, Qin and the other cities near the Everflow and its two rivers.This image doesn’t include the Fog of War functions, nor the ability to see descriptions as part of the labels as the web version does. Thankfully for me, the region is temperate and mostly green trees. So the earliest of releases looks like what I want the area to look like.
You can see the North River and South River coming out from the Font of Two Paths. There is also the devastation at the Ruins of Sheljar. That city didn’t handle the Awakening well. Though it’s only been 21 years the influx of cantrips into this city in the swamps lead to fighting and destruction. The area has been abandoned as many of the bridges, dikes and other bulwarks were destroyed. There are also now massive waves pounding the shores of Sheljar Bay.
Those that followed the story of The Five will see the Glass Tower and the encampment where the Cult of Nak took residence. I used regional shading there to show areas that were effected by the volcano that Scholar Cortez set off. Along the road is the West Gate where Obsondites took over. There is regional shading there as well.
Mira and Qin get some attention, but since their outlying communities are not common knowledge to the people of Telse they get no labels. Three of The Five are from Telse and its environs. Shonee grew up in the town itself. Aamar spent some time in the uplands discovering his faith. Mo hails from Fort Ooshar, a former Sheljar tax collecting town that Telse now controls so that their goods can get to Mira unmolested.
Qin is defined by it’s massive harbor, the lighthouse and the Cannons of Qin. Those two towers at the mouth of the bay prevent attack from the sea. The road through the uplands is hard travel, and many will take the South River upstream on pole and paddle.
Mira has more outlying towns and towers. With it being much closer to the River Crinth it has to use more of its might to prevent invasion and refugees from the Crinth/Azsel wars. There’s also an odd peninsula that I made just to test out how the automatic shorelines worked.
These are fairly simple maps at this point. I used a scale of 24 miles across, because I wanted a moderate day of travel per hex. The scale change and actual gaming forced changes from my first hand drawn map. I’ve now started working on two other regions where other characters originate. Gate (Samul, Behn) is nearly done. The lakes along Crinth where Mansaray is from are still being developed, and may need to wait for more features.
#DnD #DungeonsAndDragons #Everflow #PlayingDD #RolePlaying #RPG #Telse #TheFive
Uprising and Rebellion Session One: The Carnival War
Carnival War
Festival of Feylf marred by Daoudian violence; Civilian losses must be avenged; Barracks raid related?
Photo by: R’lyeh Imaging https://flic.kr/p/26JNj2h (CC BY 2.0)As Daoud leadership tried to mollify the masses a fight erupted at the annual Festival of Feylf. With swarms of commoners and general onlookers present the visiting carnival’s performance recognized the new influence of the Kin on Kirtin-on-the-Lake. The elves were particularly strong in their use of magicks to astound. Fireworks and noisemakers were provided by gobkon from Free Sheljar.
Peacefully assembled people of Kirtin desired to use the festival as a moment to accent that the peoples of Sheljar and Kin offer an example to a stronger town. Some Daoud guard must have strong objections as they lined up to prevent the crowd from rallying in front of the stage.
As the two sides opposed an arrow flew from the southern hill that overlooks Isouda Ampitheatre. This act of violence incited a response, as Sybbyl took a grave wound. The dozens of common people of Kirtin thrust forward to protect young Sybbyl and to gain vengeance for her.
The Daoud Guard kept tight ranks, but could not hold off as the peoples rose up. Though some of Kirtin fell, the Daoud loyalists were scattered. Help for the free peoples came from the stage and hill as a dwarf dockworker joined the fray.
Due to that hearty dwarf, a halfing carnie, and a studious-looking human the peoples’ losses were minimized.
Authorities report heavy losses by the guard, but this author knows that is an exaggeration. They have also stated that there is now a curfew in the Dock District until they find this author and those who support the Thunder from Shadows.
This author promises to keep the free peoples of Kirtin informed of future developments from the Carnival War.
Dock District, Kirtin-on-the-Lake | Neremyn Quizana
Dock District guard barracks were reportedly raided during the Festival. A spokesman for Daoud suggests that three guards were found dead at the end of the day. The space was looted, but only the officer and sergeants goods were stolen. No bonded companions were injured in the attack.
As pamphleting and propaganda are themes being explored through the campaign this recap of the session is written in the tradition of yellow journalism. When the adventuring party rises the day after the conflict they will read the recap of their own exploits.
Cast of Characters
PCs
Req (male dwarf paladin-vengeance) – the dock worker left the Land of Ken to pursue the new world in the Land of the Everflow. He is finding his way among the working class of the lake city.
Roland (male human rogue-thief) – the former sage was recently fired from his position in local university. His teachings challenged Daoud’s control of Kirtin-on-the-Lake. He has a small cat that avoids all conflict.
Whym (female halfling ranger-gloom stalker) – the former circus member is of noble heart and fights to protect those who are threatened by darkness. She has a huge dog.
NPCs
Two Goblin kids — The two kids were being harassed by Daoud guards. Our likely heroes helped the kids get out from under the guards eyes. Our heroes also bought two clockwork toys (14gp total for a cat and a dog). They are originally from Sheljar and their airxip arrived at the docks just a few days ago.
Penzer – owner/operator of the Rusty Clam. Penzer now trusts Req and helped the group exit the district through the sewers. He is a squat halfling with a lazy, older wolfhound.
Wilkie, a Member of the Guard – One of the guard is a former student of Roland’s. He is friendly, though disrespectful. So far he is willing to gossip about former classmates. He is unwilling to fight the people of his city. Roland arranged a meeting with his former student. He is a human with a seagull companion.
Odger — A teacher who runs a small library. Odger put the group up for the night. He will provide safe-haven, but not fight. He is a goliath with 10 swallows as companions.
Places of Interest
Rusty Clam – a lower class dive bar that serves the dockworkers and related laborers. It is Req’s favorite bar. Penzer runs it, but Req gets his name wrong most of the time.
Cracked Mug – a higher class bar for ship captains and other officers. The alley besides the Cracked Mug seems to be the source of the rebels vandalizing the posters advertising the upcoming festival. Brilene is the owner of the Cracked Mug. She bought it after retiring from the Daoud Navy. Her companion is an older Bay Retriever.
Barracks – the group knows the location of the barracks where the Daoud guard responsible for the Dock District rest and refresh.
Clues and Hints
Thunder from Shadows is leading the rebellion. Is it a group or a man who is above Q?
Q is the pamphleteer, and wanted by authorities. The group now has a woodblock stamp image of the elf as well as a description with his location being at/near the Cracked Mug.
Roland’s old student, Wilkie, is meeting the group tomorrow evening.
old: Posters advertising the Festival of Feylf are being torn down and replaced by a rebel group. This has become common enough that even new arrivals to the city have seen it happen in broad daylight. The Festival is four days out.
old: Daoud is increasing the Dock District guard prior to the Festival of Feylf. This seems to be a response to the arrival of airxip from Sheljar as well as visitors from the Western Wildes.
Grand Themes
Uprising & Rebellion as the story of Free Sheljar spreads the people of Kirtin-on-the-Lake want to be free of the Empire of Daoud. Thunder from Shadows is a group or leader of the Rebellion.
Proctors of Grace are People of Ken who shuttered the Land of the Everflow off from magic. They have taken over most of the Western Wildes.
The Scholars are a group of People of Kin who had powerful magic as long as they worked with the Proctors to control the rest of the Land of the Everflow.
Lorebook Hunters of Free Sheljar have gathered at least three Lorebooks and seem to have opened the Land of the Everflow to magic again.
#DnD #DungeonsAndDragons #recaps #RolePlaying #RPG #session #UprisingAndRebellion
Here There Be Dragons
In most fantasy worlds dragons are hoarders of treasure. In some they are (also?) destroyers of worlds. There are worlds where dragons founded existence. On Krynn the chromatic and metallic dragons battle each other sometimes interfering in the lives of Man.
In establishing the World of the Everflow I wanted a slightly different take upon how dragons (as well as other dragonkin) exist within the World.
Dragons are part of the People of Ken. They are knowers of things, especially of magic. They, and all of the Ken, control access to magic of all kinds. For millennia of millennia they prevented the People of Kin (companionship and love) from knowing magic. Through the Scholars and the Proctors of Grace the Dragons and their followers (Elves, Dwarves, Gnomes) kept their thumb on magic, eliminating all but love and the healing power of the Everflow.
Rather than piles of gold, a dragon’s home back on Ken (the continent) is full of scrolls, books, and tomes. The long lives of all Ken mean that their minds are full of mighty spells well beyond the standards of Dungeons & Dragons.
Dragon breath by Nicklas Lundqvist (CC BY-SA 2.0)Their immense powers are legendary, the same way that our modern world views dragons — a story so fictional it is not even legend. Statues and tales about dragons are created for artistic reasons.
Within the current campaign the dragons are returning to Kirtin-on-the-Lake seeking an ancestral homeland in the Ward of Mighty Trees. These trees are essential to the Dragons life in ways that the group has yet to discover.
Those Dragons, from the Ale Dragon Brewst Griselle to a mighty Red waiting on the southern plains of Kalst’s Field, are now quite real. Some fit in well. Brewst is small enough to fit inside buildings. He drinks and cavorts. His study of brewing, distilling, and vintning is familiar to the Kin. Yes, he’s different, but there is also familiarity.
Other drakes do not cause fear, initially. They remind most in Kirtin and Daoud about the lizards of Mehmd, a Kin-ish kingdom that bonds with lizards more frequently than mammals.
KOMODO DRAGON by NAPARAZZI (CC BY-SA 2.0)But, when those drakes fought they taught fear. Their breath of fire, or poisoned stingers, killed in ways that nature should not. The drakes are not as intelligent as a person. Unlike Brewst they do not speak. They consume. Negotiation is not possible.
Brewst, and his companion gnome Oolia, are talkers. They also use the power of illusion and charm to work their way towards their goals. The governor and the group do not know these goals. They only know that the influence of the two continues to grow.
https://www.instagram.com/p/B9zk-L-pzSt/
They worked as advanced scouts for the Proctors of Grace. Their goals could be called fey-like as all of the magical Ken work in ways that are not familiar to Kin (Goliaths, Halflings, Humans). The plans of Ken take centuries or even millenia.
When life lasts at least a few hundred years the approach to the world is incomprehensible to races that live to 100 at most.
Now, our heroes have to discover how these plans impact life in Kirtin-on-the-Lake, and the two kingdoms. This process of discovery could be deadly, it will be challenging. In the end, life in Kirtin and Daoud will change. Our heroes will determine how much it changes and how the Dragons will be included, punished, or rewarded.
#DnD #dragons #DungeonsAndDragons #PlayingDD #RolePlaying #RPG #UprisingAndRebellion
Creating a new world
It comes with just a single question. What if? What if I started a new blog? What if we talked about fantasy fiction? What if the stories told coincided with a role-playing game? What if I set myself back two decades and cracked open Dungeons & Dragons again?
Every storyteller needs their tools – a good mug, a notebook (or netbook), a satchel for tokens and memories and a block of cheese maybe some sausage, and a trusty sword.What if the themes were strong adult subject matter that made for gritty tales of life, death and heroism? What if magic was real? And the gods could talk, but then they stopped?
What if the continents were small, the peoples plentiful and not all human? What if humans didn’t believe in magic because it had disappeared in the only continent they know? How about making it so they are defined more by their cultures than by their phenotype?
Have they stopped believing in themselves, in their gods? Do they see good and evil? How?
Is there slavery? Why? Is there nobility? Can someone be both?
These questions and the cascade of answers start to form more questions. It’s a nearly infinite series of responses. World building, particularly the creation of a world that breathes, is hard. Crafting a world-space that can withstand episodic gaming is harder.
Take chunks at a time. That’s what Full Moon Storytelling will be. Small chunks of content for use in a campaign setting, built around a custom set of rules adapted from 5th edition D&D, but with accompanying tales. If the setting says “The Necromancer is just someone trying to be good” there will be a story that explains how that happened.
As The Worthing Saga took a novella and broke out portions into branch stories, Full Moon Storytelling takes a campaign setting, rule set and crafts micro-fiction, short stories, plotless narrations and episodic adventures within the World of the Everflow.
Maybe that’s where we start, not with a character, but with a story about a fountain that flows from a cliff and diverts along two paths – the Font of Two Paths, the Two-Headed Spring, Pool of Life, Lake of Wonder. The Everflow influences the western peninsula of Kin, is clearly unnatural and …
This is Full Moon Storytelling. It’s a way to share writing, writing process and to think aloud, while words spring forth from tiny digits. Things will happen live, in front of you. Process will be as important as output. Creation is play. Come, join me at this fire under a full moon with clear sky as we look up through trees staring towards the open world of wonder, knowing that behind those trees at your back is whatever reality you can imagine.
#DnD #DungeonsAndDragons #Everflow #homebrew #meta #RolePlaying #RPG #writing
Counting in the Land of Kon
The smogpunk land of goblins in the World of the Everflow was set apart from the Kingdom of Sheljar, Crinth, and other areas for a few millennia. Within this separation the goblins and hobgoblins changed from the standard tropes.
In the Everflow they answer to the Queen Mother. Everyone is organized around their family’s history of developing teknology for one of the various guilds. Inventiveness and cleverness are more important than fighting and viciousness.
To emphasize these differences, but still capture traditional goblinoid feelings there should be a some differences in language. This discovery of numerals from the 13th century feels proper for the gobkon of the world.
https://twitter.com/MathematicsUCL/status/1356558846093914114
It works in a printing press, scribbled on paper or carved into wood.
Will it ever see the table? Probably not. Or maybe just one or two numbers in a handout for the players to demonstrate the differences between their lands with the languages of Telse (Common) and the rest of the Six Kingdoms.
If there was a campaign book for the World of the Everflow this could be a tiny sidebar for flavor, not a rule for use.
#DnD #DungeonsAndDragons #gobkon #Goblins #PlayingDD #RolePlaying #RPG #WorldOfTheEverflow
Catacombs moon
And this is my drawing based on Champions of Krynn (MS DOS). Moon. City of heroes. And moon dust. You are standing before entrance to dungeon. It is find out, that there are lots of them at the Moon. Mysterious moon has huge labyrinths, that are underground. You see stars above.
#dungeons #moon #fantasy #technofantasy #magic #might #sword #spells #catacombs #luna #labyrinth #dungeoncrawler #msdos #8bit #pixelart #moonmagic #moondust #entrance #maze #adventure #rpg #roleplaying
#NightsBlackAgent, among my favorite #UrbanFantasy | #Horror #TTRPG.
The #Gumshoe rules core may be a bit fiddly, but it remains #goodstuff that makes for great #roleplaying experiences. At least in my case.
RE: https://bsky.app/profile/did:plc:o6k3wllqhrxwdeldsqoxyo6l/post/3lrrvfiqdrc2m
The second edition of the "No-Prep Gamemaster" recently dropped over on
drivethrurpg. Very well worth checking out and it's under 3 bucks right now, that's a deal. #ttrpg #roleplaying
Fun evening tonight as I have two ttrpg sessions one after the other luckily I am playing not running them.
It is going to be long night of fun.🙂
First dungeon floor – mysterious floor
And this is my drawing based on Champions of Krynn (MS DOS). Dungeon was silence. Dark shadow dances by the corners. And bright sunlight from sun sometimes enter though crashed ceiling. It is first floor of labyrinth. And as idea here it is mysterious and calm.
#msdos #8bit #rpg #roleplaying #dungeons #dungeonfloor #fairytale #monster #skeleton #magic #sorcery #pixelart #fantasy #retrogame #ruins #dungeoncrawler #dungeonexplore #party #80s #90s
Once again, we see that Ben is the King of Obliviousness... and Bad Timing. What does FB see in him anyway?
https://www.noahchinnbooks.com/fuzzyknights/
#webcomic #rpg #kodt #roleplaying #fantasy #SF #scifi #fuzzyknights #toystory #comic
Time to do some magic and check the material for the next V:TM5 session on Tuesday which should be an interesting session for all.🙂
#theparadoxfactory #vampirethemasquerade #ttrpg #roleplaying #roleplay
Islands in the Rift #3 – To hell with Colchis #islandsintherift #mythic #roleplaying #solorpg #traveller #ttrpg https://www.marcueberall.com/islands-in-the-rift-3-to-hell-with-colchis/
#velocity2025 Session: Re-thinking traffic lights
Alexandre Machu (CH), Robin van der Griend (Mobycon, NL), Konstantin Mizera (Planum, Austria), Elke Schimmel (November:city, Netherlands), Daniel Baehler (Buro for Mobilitat, CH)
1/3
I run an online ttrpg group called The Paradox Factory which is always looking for new story tellers and players to join our merry band of role-players.
It's important to have everyone on the same page before you start a new campaign...
https://fables.pro/a/series/fuzzy-knights
#webcomic #rpg #kodt #roleplaying #fantasy #SF #scifi #fuzzyknights #toystory #comic