Web Spinner Conclave: Ranger

Web Spinner Conclave: Ranger

Web Spinner Conclave: Ranger

Time to become your local neighbourhood, web-swinging hero.

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More Posts from Bungeonsandbagons and Others

2 years ago

sixty-nine more questions for your ttrpg characters!

(i originally made one of these on a defunct sideblog; i thought it was about time i made a new one! send an oc’s name and a number, go wild!)

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1. what drives them? what’s their ultimate goal?

2. what was your original concept for this character? how did playing them change that concept?

3. can they accept failure?

4. what one person, place, or thing do they love more than anything else?

5. is there something they want to be known for?

6. how have they changed in the last year? how about the last five years?

7. there’s a magic item (or technological innovation, or special resource) made just for them—what is it?

8. what songs remind you of them? if there are specific lyrics or movements, list ‘em!

9. when in their life were they most scared?

10. what inspired this character’s creation?

11. if they have a pet or animal companion, how do they spend time with them? if they don’t have one, what sort of animal would they be interested in raising, if any?

12. how have they altered their body? piercings, tattoos, biohacks, or other modifications—anything. why (or why not) did they (or someone else) make those changes?

13. what are some motifs you associate with them? did you intentionally bring in those motifs, or did it happen over time?

14. what keeps them up at night?

15. is there something that never fails to make them laugh?

16. do they value their appearance?

17. they’re crying—what did it take to make them cry?

18. what dish brings back the best memories for them?

19. what sparks genuine, unadulterated rage in them?

20. what attracts them to someone—platonically and/or romantically, anything counts.

21. do they have an idea about how they’ll die? do you?

22. how would they decorate their living space, if they had a chance?

23. in what moment did they consider themselves to be “grown up”?

24. are they close to any family members?

25. who is their best friend?

26. what type of person pisses them off?

27. how do they usually dress? why do they dress the way they do?

28. do they collect anything?

29. what feelings do they internalize?

30. how do they handle confrontation?

31. do they respond well to praise? how about criticism?

32. which of your decisions led to their voice being the way it is?

33. what artistic medium are they most drawn to?

34. what languages do they speak? how did they learn them?

35. when did they feel loneliest?

36. how do they fidget?

37. if they’ve had one, what was their first kiss like?

38. do they see themselves as an important part of their party?

39. are they insecure about their appearance? how about their personality? what aspects specifically worry them?

40. if you had to remake this character right now, how would you change them?’

41. how do you keep notes for this character, if at all?

42. can they dance?

43. how much do they know about the world they live in?

44. what lies do they tell others?

45. what lies do they tell themselves?

46. have they taught themselves any skills just for fun?

47. what could they talk about for hours on end?

48. do they relate to anyone in their group? conversely, which person do they relate to the least?

49. how often do they cut their hair, if at all?

50. do they have a go-to beverage, alcoholic or nonalcoholic?

51. what element of their backstory are you proudest of?

52. how would they dress themselves up for a formal event?

53. do they keep their plans close to their chest?

54. how important is money in their life? do they save up for ages, or spend quickly?

55. they’re seeing their greatest wish come true—what’s happening?

56. who would they trust with their life, unequivocally?

57. do they see value in the laws of where they live?

58. how often do they swear? do they mind when others swear?

59. what’s an element of their philosophy that you disagree with?

60. what do they have faith in? what keeps them believing?

61. is there an in-game moment of theirs you think about and just laugh?

62. do they believe in good and evil?

63. what’s a meme or tiktok or vine (or whatever) that you associate with them?

64. how would a party member describe them?

65. what would their go-to karaoke song be?

66. which fruit do they like most?

67. do they consider themselves to be special?

68. where’s their home?

69. what’s one secret they don’t want getting out?

2 years ago
Cleric: Domain Of Black Powder

Cleric: Domain of Black Powder

“Hoar show no mercy to my enemies, as thy enemies would show no mercy to me.” ~Reverend Colton

For more make sure to join my Patreon, link in the reblog and comments.

6 months ago
The Gardens Of Ynn Is A Point-crawl Adventure Set In An Ever-shifting Extradimensional Garden. Each Expedition

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.

Pre-order Gardens of Ynn on BackerKit
BackerKit
A point-crawl roleplaying game adventure set in an ever-shifting extradimensional garden.
2 years ago

Avatar/dollmakers

Here’s a list of various avatar creators/dollmakers/Picrews for writers who don’t draw, can’t afford to commission an artist, or who are just lazy, or procrastinating, or don’t have time, or … really, anyone. Sorry for taking so long to post it, I forgot this was in my drafts <3

I’ve split them into sources (aka which website they’re from) and I’ll write a short description for each that describes the artstyle, whether the characters you can make are gendered in a specific way, how varied the skintone options are, whether or not there’s a specific genre or clothing style expressed, like fantasy or sci fi etc, and how much of the character you can see (headshot, bust, half-body, fullbody etc), and how many body types are available.

I should also mention that there are hundreds, probably thousands of these things, so if you don’t like my selection, feel free to go to these websites I’ve linked and see for yourself! Unfortunately the death of Flash has impacted a lot of dollmakers so not everything that seems cute in thumbnails will work.

Putting under a cut in case of link rot or potential future updates.

Keep reading

2 years ago
Tableskills: The Proactive DM Voice

Tableskills: The Proactive DM Voice

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

2 years ago
Adventure: An Icy Expedition

Adventure: An Icy Expedition

“I’m not sure what the foreman means when she says “ Shift’s over, head out and warm yourself up” do you? The whole thing’s buried under a glacier and half the canyon’s still coated in ice. I haven’t been warm since we started this damn excursion! “ 

Setup: The ancient goliath enclave of Emendurana once surveilled an Edenic valley of delights, but was covered over with glacial ice and buried millennia ago. Little now remains beside stone and the chill of ages, but some vaults may yet hold the secrets of ages past, hidden away from the march of time and empire in the outside world. 

Too large and of too historically significant for any one adventuring party to delve, Emendurana has been taken over by the Nhilari Expeditionary Coalition as one of their premiere dig sites. Too often characterized as a “ roving army of mercenary Archeologists”, the coalition has taken careful pains to negotiate with both the dwarven clanhold who hold territorial claim over the ruin as well as those goliath herds who descended from Emendurana long ago. 

With Hard weeks of travel through snowy foothills behind them, the N.E.C. Has set up a village-sized basecamp at the opening to the glacial caverns, and is ready to begin the first real forays into the ruins proper. 

Adventure Hooks: 

Plenty of adventuring groups get their start apprenticing with the coalition, who work hard to assemble synergistic teams of scouts, scholars, technicians, and “strongbacks”. Drawn from their disparate lives by the promise of adventure or steady payment by the N.E.C. recruitment officers, the party will bein their journey by helping their employer to break new ground in Emendurana’s frozen halls.  

When a nobleman with a fondness for ancient curios is petrified in his own home by an ancient goliath artifact he recently obtained, the reliquarian who is now at blame for the incident hires the party to help clear their name. The investigation leads to a shifty fence, and a smuggling ring that may be working within the ranks of the N.E.C. to siphon off relics and other treasures beneath the organization’s nose. Ousting these outlaws will require the party to travel far north to the digsite itself, as well as dealing with their agents in the city. 

Seeking council from a mystic oracle on their current adventure, the party receives a prophecy that the answers they seek are “beyond the deepest gates of Emendurana”. Research gives the party the location and the history they’ll need, but convincing the coalition that they’re more than simple teasure hunters looking to loot the dig site will take some negotiation. 

Keep reading

2 years ago

It's all just

head turn

dialogue

leans forward

dialogue

eyes narrow

dialogue

3 years ago
Deity: The Walker Of The Wheel

Deity: The Walker of the Wheel

“ 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. 


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2 years ago
The Pirate’s Grotto Battle Map (32x44)

The Pirate’s Grotto Battle Map (32x44)

You’ve entered the Pirate’s Grotto, a 32x44 sea cave occupied by a wrecked ship, its pirate crew, and their treasures. Make a Stealth roll…

→ The Pirate’s Grotto Battle Map

Keep reading

1 week ago

i think the near-extinction of people making fun, deep and/or unique interactive text-based browser games, projects and stories is catastrophic to the internet. i'm talking pre-itch.io era, nothing against it.

there are a lot of fun ones listed here and here but for the most part, they were made years ago and are now a dying breed. i get why. there's no money in it. factoring in the cost of web hosting and servers, it probably costs money. it's just sad that it's a dying art form.

anyway, here's some of my favorite browser-based interactive projects and games, if you're into that kind of thing. 90% of them are on the lists that i linked above.

A Better World - create an alternate history timeline

Alter Ego - abandonware birth-to-death life simulator game

Seedship - text-based game about colonizing a new planet

Sandboxels or ThisIsSand - free-falling sand physics games

Little Alchemy 2 - combine various elements to make new ones

Infinite Craft - kind of the same as Little Alchemy

ZenGM - simulate sports

Tamajoji - browser-based tamagotchi

IFDB - interactive fiction database (text adventure games)

Written Realms - more text adventure games with a user interface

The Cafe & Diner - mystery game

The New Campaign Trail - US presidential campaign game

Money Simulator - simulate financial decisions

Genesis - text-based adventure/fantasy game

Level 13 - text-based science fiction adventure game

Miniconomy - player driven economy game

Checkbox Olympics - games involving clicking checkboxes

BrantSteele.net - game show and Hunger Games simulators

Murder Games - fight to the death simulator by Orteil

Cookie Clicker - different but felt weird not including it. by Orteil.

if you're ever thinking about making a niche project that only a select number of individuals will be nerdy enough to enjoy, keep in mind i've been playing some of these games off and on for 20~ years (Alter Ego, for example). quite literally a lifetime of replayability.

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bungeonsandbagons - i keep all the stuff here that i like
i keep all the stuff here that i like

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