Fantasy characters by fang xinyu
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he wasn't even looking at me and he found me
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Fantasy characters by fang xinyu
Check out Tabletop Gaming Resources for more art, tips and tools for your game!
Fantasy art by Leonardo Dleoblack
Check out Tabletop Gaming Resources for more art, tips and tools for your game!
The Angry GM teaches you how to run RPGs
Scott “The Angry GM” Rehm espouses wisdom weekly on how to run tabletop roleplaying games. D&D in particular, but most of his advice applies generally. I want to start running D&D games again, and I be very good at what I do. So, for my own assistance, and here for anyone else who might like it, is an index / introduction to The Angry GM’s articles, organized in a way useful to me. Maybe it’ll be useful to you too.
Running Games
The very basics
Using a skill system
Adjudicating Actions
Narration
Social interaction
Improvisation
Improvising rules
Improvising story
Important skills
Pacing
Running your first session
Session structure
Recapping
Non-player characters
NPCs in the party
Questgivers
Unexpected NPCs
Opportunity costs and trade-offs
Dealing with death
Your Game Mastering credo
Different kinds of fun
Engagement
Adopting a new group
Published modules (when I won a prize for being “the least worst person ever to Ask Angry Anything!”)
Planning and preperation
Tone and what’s possible
Atmosphere
Creativity exercises
Campaigns
Plot Arcs
Starting a campaign
Adventures
Exploration lessons from Metroid
Adventure basics
Structure
Resolution
Motivation
Backstory
Challenge and difficulty
Three types of structures
Linear
Open
Branching
More on sandbox games
Coming up with ideas
Mystery stories
Making wilderness travel matter
A fragile premise
Rest in regard to adventuring days
Faction powers and planning
Scenes
Types of scenes
Opening scenes
Exposition and exploration
Who, what, when, where, and why
Building scenes
Encounters
What makes an encounter
Building encounters
Traps
Interaction in encounters
Combat
Combat basics
Enemy combatants
Battlefields
Building combats
Managing combats
Building the Megadungeon
Intro
Adventuring days
Awarding Experience Points
The critical path
Gating
Backstory
Plot and story beats
The master plan - math
The master plan - plot
Flowchart
Mapping encounters
Trashing work
A map
Map tour part 1
Map tour part 2
Design philosophy
Asset libraries
Random encounters
Reward and punishments
Map rules
Other interesting thoughts
Defining roleplaying
The Metagame
It’s your fault
When you can’t lie
Experience points and rewards
GMs and players are playing different games
Passive and active skills
Abbreviating stat blocks for D&D 5e
Alignment
City mapping
How to publish D&D content
Reflecting on D&D 4e
Probability
Slow decisions
What’s a class good for? (Which might suggest you could change what classes are available for world building / tone purposes)
Running a game for an evil party
The non-problem of comfort zone / Too much loot
PC conflict
That guy who loves to annoy the party
Alignment again / Encounter balance in 5e
Try to make Intelligence and Charisma not terrible
Psionics (and tone)
Critical hits
Damage rolls
If you like this, consider supporting his Patreon (I do, but only a little). I’m not affiliated with The Angry GM, just a fan.
Scott, if you happen to read this, thanks for all you do!
Mayor Vendria by Takeda11
@we-are-swashbuckler
Some inspirational art for gaming. Make sure to check out the artist’s page.
Werebear goliath
Daily sketch 91/365
Find me on Facebook and ArtStation :)
Daily 107/365
Grog Strongjaw
Check also my Facebook and ArtStation :)
From enworld.org
A short ‘n sweet explanation of the 8 schools of magic from 5th edition!
List of resources for dnd
roll20: Make an account to play the game
Orcpub: For hosting and editing your character sheet
DND Wiki: Homebrew things, races, classes, misc
Players Handbook: Rules how to play how to make a character, all basic information for playing a game
Discord: to talk during and about the game
Mythweavers: another character sheet editor
Homebrewery: homebrew creation tool. Uses basic coding language to great effect.
If anyone wants to join just join the discord server and post your character
http://autorolltables.github.io/#
can randomly generate just about ANYTHING. awesome for dms
Tabletop Audio: background music and sound effects for the ambience.
PCGen - a character creation program that handles all the tricky and tedious parts of building characters, including NPCs.
d20pfsrd.com - all the free information you would ever need to play Pathfinder, an alternative to D&D
character design commissions for MrRhexx (Aiur, Varric) and LaurMissesCrits (Darrow)!
Caravan Keep, a meeting place and campsite just east of the Pale Crossing, located in the Ancasta Flatlands.
Do you have any suggestions on how to make Dungeon Crawls more.. exciting or have a better atmosphere? Rather than just "The hallway extends 20ft and turns left.." I love dungeons, but as a DM it feels like my delivery is.. bland.
Lots of DMs struggle with this, and for good reason.
Dungeons are the most mechanically straightforward aspect of the game besides combat, and the immediate shape and contents of them is more pressing to players than the atmosphere.
But, there are some simple ways to make your dungeons more atmospheric. Here’s my proposed solutions, both a long thinky one and a fast random one:
I think that dungeons should thought about as ‘once functional spaces’. Every place in the world has a purpose for which it was built, even if it’s a weirdo crazy one. Dungeon rooms should almost always be more than just treasure, traps, and monsters.
For example, temples have cloisters, treasuries, storage rooms, waiting rooms, choirs, sanctuaries, apse, washing rooms, etc. Each of these rooms has specific objects and furniture inside them, as well as different acoustics. They get decorated with frescoes and murals or hanging art or sculptures. They’re cultural places. Think about them as physical spaces that people would use.
Now imagine something happened in them, long ago. Why is this place a ‘dungeon’ and not still used? What event caused it to be abandoned? A battle? Plague? Was the place cursed? Come up with that and you can seed the rooms with small historical details: evidence of fights, skeletal remains, treasures hidden so they could be reclaimed later (but never were).
Now add the effects of time and nature. Fabric rots, metal rusts, stone erodes and crumbles. Plants and roots push stone tiles aside, and water seeps in and floods deep places. The passage of ages scours away history and purpose. Now, your once functional rooms don’t appear so functional, but their purpose can still be intuited.
Now add some new tenants. Monsters are always the first to reclaim abandoned civilized spaces: goblins make shantytowns out of old human ruins, beasts make warrens in sepulchral tombs, small dragons and basilisks favour places with statuaries and abandoned treasures. No matter the space or its original purpose, monsters move in and call it home. Sometimes multiple species of monsters…and then they fight or argue over sharing space.
So now your dungeon has a vivid look and feel. The important bit now is to think about how that imagined space sounds and smells.
With every room and hallway, imagine how its history smells. Is it acrid or pungent? Smokey or mouldy? Does it smell surprisingly pleasant? If so, that’s often a worrisome sign, because it means something sentient might already be there.
Audio can clue players into a space faster than any other description. Wind whistling indicates access to the surface…or a much deeper cave. Dripping denotes water (you hope). Creaking could mean doors…or ghosts. Large spaces echo, and sounds warp and distort the further away they are. There’s even different kinds of silence. There’s an empty, lonely silence that comes with long dead spaces, or the claustrophobic close silence of small spaces.
Appeal to your players senses besides sight. Describe what rooms smell, sound, and even taste or feel like. This is a surefire way to make your dungeon rooms stand out. For example:
“You enter a 20 by 20 foot square room. It’s a stuffy old parlour. Pushing the door open you immediately smell something caustic and sour, but you don’t see an immediate source. All the furniture is rotted, but some of it looks smashed. You can hear the faintest scraping of something against the wall in the adjacent room”.
If that seems like a lot to write, try something like this: Reveal each bullet point as the players inquire about them, or when they make Perception checks:
Parlour, 20 ft square room.
The room feels uncomfortably thick and stuffy.
All the furniture is rotted out. Some of it is smashed. Evidence of a fight.
Smells caustic and sour. The smell comes from under a tattered rug. It’s beholder puke. 50gp if collected and sold to the right buyer.
Scraping sounds from the cloaker in the next room.
So maybe you already have a pretty basic dungeon and you need to make each room (or block of rooms) less boring. Here’s my handy set of sense tables:
Random Room Sensations:
For each room you want to enhance, roll four dice (a d12, a d10, a d8, and a d6). Your rolls will determine what’s up with this room. Every time you roll a result, cross it out and replace it with a new one you come up with.
Smells (1d12):
Sickly sweet, like rotting fruit or wilting flowers.
Musty, like old people and expired cologne.
Tangy, like body odour and grime.
Dusty, the choking scent of age and ghosts.
Foul, like waste and death; something unholy.
Crisp, like freshly cut grass or unchecked plant life.
Soggy, the lingering smell of still water and flooding.
Pungent, like rot and decay.
Spicy, like herbs and dried ingredients, aged.
Electric, a faint aroma of ozone and metals.
Earthy, like fresh dirt and clay, mixed in with the copper of blood.
Roll again twice, both smells clash together.
Sounds (1d10):
Claustrophobic silence.
Deep, echoing silence.
Low moaning or groaning.
Creaking of wood in the distance.
Faint, maddeningly indistinct whispering.
Faint, maddeningly indistinct whispering in a language you don’t know.
Metal scraping against metal, rhythmically.
Dripping of some kind of liquid onto stone.
Dripping of some kind of liquid into more liquid.
Roll again twice, both sounds are present.
Touch Sensations (1d8):
Dryness on the skin, chapped lips and dry eyes.
Cold dampness, water beads on metal items.
Humidity, clothes become hot and heavy, metal feels colder.
Dry heat, throats become parched, skin itches.
Pressure change, ears pop and noises distort.
Static tingling, hair stands up on end, goosebumps.
Unholy chill, shivers, goosebumps, a sense of unease.
The feeling of being watched, an uncomfortable presence.
Kinds of Darkness, if applicable (1d6):
Grey, distant darkness that yields to lantern light.
Cloying, smothering darkness that seems to draw close to you.
Eerie still darkness that feels like it holds endless monsters.
Calm, still darkness that invites restfulness.
Flickering, shifting darkness where the room seems to be moving.
Impenetrable darkness that makes darkvision endowed races feel at uneasy.
I hope all this helps make your dungeons a little less boring. The dungeon tables in the back of the 5e Dungeon Master’s Guide from @dndwizards is also helpful in this regard.
Saving for later
Myths, Creatures, and Folklore
Want to create a religion for your fictional world? Here are some references and resources!
General:
General Folklore
Various Folktales
Heroes
Weather Folklore
Trees in Mythology
Animals in Mythology
Birds in Mythology
Flowers in Mythology
Fruit in Mythology
Plants in Mythology
Folktales from Around the World
Africa:
Egyptian Mythology
African Mythology
More African Mythology
Egyptian Gods and Goddesses
The Gods of Africa
Even More African Mythology
West African Mythology
All About African Mythology
African Mythical Creatures
Gods and Goddesses
The Americas:
Aztec Mythology
Haitian Mythology
Inca Mythology
Maya Mythology
Native American Mythology
More Inca Mythology
More Native American Mythology
South American Mythical Creatures
North American Mythical Creatures
Aztec Gods and Goddesses
Asia:
Chinese Mythology
Hindu Mythology
Japanese Mythology
Korean Mythology
More Japanese Mythology
Chinese and Japanese Mythical Creatures
Indian Mythical Creatures
Chinese Gods and Goddesses
Hindu Gods and Goddesses
Korean Gods and Goddesses
Europe:
Basque Mythology
Celtic Mythology
Etruscan Mythology
Greek Mythology
Latvian Mythology
Norse Mythology
Roman Mythology
Arthurian Legends
Bestiary
Celtic Gods and Goddesses
Gods and Goddesses of the Celtic Lands
Finnish Mythology
Celtic Mythical Creatures
Gods and Goddesses
Middle East:
Islamic Mythology
Judaic Mythology
Mesopotamian Mythology
Persian Mythology
Middle Eastern Mythical Creatures
Oceania:
Aboriginal Mythology
Polynesian Mythology
More Polynesian Mythology
Mythology of the Polynesian Islands
Melanesian Mythology
Massive Polynesian Mythology Post
Maori Mythical Creatures
Hawaiian Gods and Goddesses
Hawaiian Goddesses
Gods and Goddesses
Creating a Fantasy Religion:
Creating Part 1
Creating Part 2
Creating Part 3
Creating Part 4
Fantasy Religion Design Guide
Using Religion in Fantasy
Religion in Fantasy
Creating Fantasy Worlds
Beliefs in Fantasy
Some superstitions:
Read More
Here, I have some more:
Africa:
Ancient Egypt: the Mythology
Egyptian Gods
Legendary Monsters of Africa
The Americas:
Aztec Mythology
Incan Mythology
Haitian Mythology
Mayan Mythology
Asia:
Chinese Mythology
Japanese Mythology
Korean Mythology
Hindu Mythology
Japanese Folklore and Mythology
Chinese Mythology
Europe:
Encyclopedia of Greek Mythology
The Olympians
Women in Greek Myths
Greek Mythology
More Greek Mythology
Even More Greek Mythology
Greek/Roman Mythology
Germanic Myths, Legends, and Sagas
Norse Mythology
The Muse
Creepy Irish Creatures
Irish Folklore
Norse Mythology
Arthurian Mythology
Celtic Mythology
Latvian Mythology
Norse Gods, Goddesses, and More
A Celtic Pantheon
Welsh Gods and Goddesses
Celtic Deities
Werewolf Legends from Germany
Welsh Deities
Celtic Gods and Goddesses
Oceanic:
Australian Mythology
Polynesian Mythology
General:
Ancient Myth and Magic
Massive List of Mythological Creatures
Mythical Creatures
Hairy Hominids
Cryptozoology
Mysterious Beings, Monsters, and Creatures
Amulets and Good Luck Charms A - Z
Modern Monsters
Myths and Legends
Folklore and Mythology (2)
More Links
Folklore, Myth, and Legend
Names of Gods and Goddesses
Folklore Mythology
Reblogging because wow. What a resource.