POPULARITY
Want to know how one spark can ruin a dungeon, a campaign, and your DM's will to live? Light up this episode and find out. Need a game that burns brighter than your last TPK? Book a session with DM Adamantine at dungeonmasteradamantine.com or find him on StartPlaying: startplaying.games/gm/dmadamantine. In this scorching episode of the RPGBOT.Podcast, the team throws gasoline on the topic of fire in tabletop RPGs—then promptly fails their Reflex save. What starts as a conversation about lighting a torch quickly turns into a flaming whirlwind of rules, tactics, and creative chaos. The hosts explore the many layers of how fire is used in games—from setting ambiance with a cozy campfire to leveling an entire goblin village with an ill-advised Fireball. They break down how different systems handle fire damage, ongoing effects, and the often-overlooked consequences like smoke inhalation, visibility loss, and your ranger's hair catching fire. They debate the difference between magical and mundane fire, argue about whether a flaming sword cooks enemies or just looks cool, and discuss how to weaponize your environment (spoiler: the answer is always "start a fire"). You'll also get a peek into the chaotic neutral minds of players who think "we burn it down" is a viable solution to every social encounter. And yes, someone definitely asks, "How flammable is a gelatinous cube?" Whether you're a DM trying to keep your players from razing your lovingly crafted tavern or a player wondering how many flasks of oil you can strap to a badger before initiative rolls—this episode brings the heat. Key Takeaways: Fire is more than just damage: Light, visibility, intimidation, and panic can all stem from a single spark. Environmental fire is your friend… or a really vengeful enemy: Setting things on fire can alter the battlefield dramatically—but so can smoke choking everyone out. Fire effects stack: Heat, flames, smoke, and structural damage all interact in messy, crunchy ways. Don't forget to track them—or just wing it and blame it on the wizard. System-specific differences matter: Pathfinder and D&D treat fire differently—especially when it comes to ongoing damage, saving throws, and magical fire resistance. Magical fire bends the rules: Flaming Sphere follows you. Wall of Fire ruins friendships. Hellish Rebuke makes everyone suspicious of your warlock. Realistic consequences are hilarious and horrifying: Fires attract attention, collapse buildings, and create very bad PR for adventuring parties. Players will always find creative fire-based chaos: Including but not limited to: oil barrel trebuchets, flaming goats, and the "Molotov Kobold Cocktail." As always, communication with your DM is key: Especially before you torch the local orphanage because it "looked suspicious."
Want to know how one spark can ruin a dungeon, a campaign, and your DM's will to live? Light up this episode and find out. Need a game that burns brighter than your last TPK? Book a session with DM Adamantine at dungeonmasteradamantine.com or find him on StartPlaying: startplaying.games/gm/dmadamantine. In this scorching episode of the RPGBOT.Podcast, the team throws gasoline on the topic of fire in tabletop RPGs—then promptly fails their Reflex save. What starts as a conversation about lighting a torch quickly turns into a flaming whirlwind of rules, tactics, and creative chaos. The hosts explore the many layers of how fire is used in games—from setting ambiance with a cozy campfire to leveling an entire goblin village with an ill-advised Fireball. They break down how different systems handle fire damage, ongoing effects, and the often-overlooked consequences like smoke inhalation, visibility loss, and your ranger's hair catching fire. They debate the difference between magical and mundane fire, argue about whether a flaming sword cooks enemies or just looks cool, and discuss how to weaponize your environment (spoiler: the answer is always "start a fire"). You'll also get a peek into the chaotic neutral minds of players who think "we burn it down" is a viable solution to every social encounter. And yes, someone definitely asks, "How flammable is a gelatinous cube?" Whether you're a DM trying to keep your players from razing your lovingly crafted tavern or a player wondering how many flasks of oil you can strap to a badger before initiative rolls—this episode brings the heat. Key Takeaways: Fire is more than just damage: Light, visibility, intimidation, and panic can all stem from a single spark. Environmental fire is your friend… or a really vengeful enemy: Setting things on fire can alter the battlefield dramatically—but so can smoke choking everyone out. Fire effects stack: Heat, flames, smoke, and structural damage all interact in messy, crunchy ways. Don't forget to track them—or just wing it and blame it on the wizard. System-specific differences matter: Pathfinder and D&D treat fire differently—especially when it comes to ongoing damage, saving throws, and magical fire resistance. Magical fire bends the rules: Flaming Sphere follows you. Wall of Fire ruins friendships. Hellish Rebuke makes everyone suspicious of your warlock. Realistic consequences are hilarious and horrifying: Fires attract attention, collapse buildings, and create very bad PR for adventuring parties. Players will always find creative fire-based chaos: Including but not limited to: oil barrel trebuchets, flaming goats, and the "Molotov Kobold Cocktail." As always, communication with your DM is key: Especially before you torch the local orphanage because it "looked suspicious."
Welcome to Noir - a Marvel Galaxies crossover with In the Shadow of Evil and In the Mouth of Madness. The Reclaimers are paranormal investigators that work out of the Bleeker Street Sanctum - a jazz club that is a front for their more important work on the Isle of Manhattan. A new case walks into the Sanctum under the guise of a beautiful thief by the name of Felicia Hardy. A friend has gone missing and there are signs of dark forces at play surrounding her disappearance. The Reclaimers from In the Shadow of Evil and In the Mouth of Madness find themselves on the planet Noir in Marvel Galaxies after an incursion destroyed their reality. Want to hear the full intro song by Bombshell? Here's the link! https://youtu.be/nRHFs4ljz_QCheck out the new Horror Compendium for Everyday Heroes brought to you exclusively by Dreamslayer Studios! https://www.drivethrurpg.com/en/product/512154/requiem-a-horror-compendium-for-everyday-heroesFeaturing players from Startplaying.gamesLike what you see? Support us on Patreon at https://www.patreon.com/DreamslayerStudiosPick up your Dreamslayer Merch at https://www.teepublic.com/user/dreamslayer-studiosCheck out our website at https://dreamslayerstudios.renderforestsites.com/Join us on Facebook at https://www.facebook.com/dreamslayerstudios.entertainment/A Marvel Superheroes FASERIP RPG Actual PlayAdditional Music from this episode may be provided by Monument Studios. Thanks to our monthly supporters Staci Teter Artalis Jonathan Morton Oraxsis Laura Shepherd Clint Byrd Michael Brightbill
In this episode of the RPGBOT.Podcast the team learns how to build a Warhammer character that's equal parts tragic backstory, terrible life choices, and statistically improbable survival! Want to roll dice in a Greek villa, vanquish monsters in the shadow of the Acropolis, or experience horror, myth, and mayhem online or in-person? Book your next legendary session with Dungeon Master Adamantine at www.dungeonmasteradamantine.com or find him at startplaying.games/gm/dmadamantine. You bring the characters—he'll bring the chaos. In this episode, the hosts brave the stormy chaos of Michigan weather and minor audio goblins to dive deep into Warhammer Fantasy Roleplay character creation. From choosing your species to deciding whether your character is motivated by vengeance, coin, or the sweet smell of Middenheim sausage, the gang walks through every gritty, grimdark, and occasionally hilarious step of crafting a Warhammer persona. Whether you're rolling a rat catcher with dreams of knighthood or a noble elf who is definitely not judging the humans, this episode is your roadmap to making a character that lives, breathes, and probably dies violently in the Old World. What We Talked About (Between Coughs and Cackles) Michigan Weather Attacks Again: A brief detour into real-life weather horror before we get into fantasy horror. Species Selection – AKA “So You Want to Be a Goblin?” Humans get all the talents (and none of the respect). Dwarves are magically allergic. Species choice directly affects talents, skills, and your odds of surviving past session one. Attributes and Talents: Why it matters if your character is strong, smart, or just very good at gossip. Random rolls can turn a future hero into a chaotic gremlin with a heart of gold (or just halitosis). Skills: Basic vs. Advanced (and How to Not Die by Failing a Perception Check): Not all skills are created equal, and sometimes “Swim” really matters. Advancing your character's skills is key to surviving rats, cultists, and angry cows. Careers and Equipment: Your career defines your gear, your class skills, and whether you start with a sword or a dead ferret. Equipment makes a big difference—especially when one character has armor and another has… hope. Backstory, Motivation, and Ambition: Motivation adds depth. Like onions. Or ogres. Ambitions can be personal, professional, or deeply petty. XP bonuses reward you for actually having character goals, so “revenge on Barry the Baker” might just be worth it. Names, Physical Traits, and Psychological Flavor: A name can reveal your culture… or just make the DM sigh. Physical and psychological quirks bring your character to life—or at least make them memorable when they die. Party Dynamics and Relationships: What happens when your elf hates your dwarf and your priest keeps judging everyone? Exploring how party tensions, bromances, and grudges make the game world richer (and weirder). The Final Ingredient: Humor and Collaboration: Why character creation should be as fun as the game itself. You don't build a hero alone—you do it with friends, dice, and questionable life choices. Key Takeaways Species isn't just fluff—it shapes your whole character experience. Skills are life. Pick wisely, and don't forget “Perception” exists. Talents can turn a bland character into a legendary weirdo. Backstory + motivation = juicy roleplay and extra XP. Random rolls aren't a curse—they're an opportunity to improvise hilariously. Psychological traits help characters feel real (and often unstable). Your party is your story's emotional core—and chaotic powder keg. Character creation is where the game really begins. Embrace the madness. Be strategic. Be creative. Be weird. It's Warhammer, after all. Listen if You've Ever Wondered… How to build a character that could actually survive in the Warhammer universe. What to do when you accidentally roll “terrified of the color red.” Why “pet rat” is both an equipment choice and a career path. If being a barber-surgeon really counts as a heroic class. (Spoiler: It does. Somehow.) Links Warhammer Fantasy Roleplay Core Rulebook (affiliate link) Find a GM on StartPlaying.games Support the Show If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In this episode of the RPGBOT.Podcast the team learns how to build a Warhammer character that's equal parts tragic backstory, terrible life choices, and statistically improbable survival! Want to roll dice in a Greek villa, vanquish monsters in the shadow of the Acropolis, or experience horror, myth, and mayhem online or in-person? Book your next legendary session with Dungeon Master Adamantine at www.dungeonmasteradamantine.com or find him at startplaying.games/gm/dmadamantine. You bring the characters—he'll bring the chaos. In this episode, the hosts brave the stormy chaos of Michigan weather and minor audio goblins to dive deep into Warhammer Fantasy Roleplay character creation. From choosing your species to deciding whether your character is motivated by vengeance, coin, or the sweet smell of Middenheim sausage, the gang walks through every gritty, grimdark, and occasionally hilarious step of crafting a Warhammer persona. Whether you're rolling a rat catcher with dreams of knighthood or a noble elf who is definitely not judging the humans, this episode is your roadmap to making a character that lives, breathes, and probably dies violently in the Old World. What We Talked About (Between Coughs and Cackles) Michigan Weather Attacks Again: A brief detour into real-life weather horror before we get into fantasy horror. Species Selection – AKA “So You Want to Be a Goblin?” Humans get all the talents (and none of the respect). Dwarves are magically allergic. Species choice directly affects talents, skills, and your odds of surviving past session one. Attributes and Talents: Why it matters if your character is strong, smart, or just very good at gossip. Random rolls can turn a future hero into a chaotic gremlin with a heart of gold (or just halitosis). Skills: Basic vs. Advanced (and How to Not Die by Failing a Perception Check): Not all skills are created equal, and sometimes “Swim” really matters. Advancing your character's skills is key to surviving rats, cultists, and angry cows. Careers and Equipment: Your career defines your gear, your class skills, and whether you start with a sword or a dead ferret. Equipment makes a big difference—especially when one character has armor and another has… hope. Backstory, Motivation, and Ambition: Motivation adds depth. Like onions. Or ogres. Ambitions can be personal, professional, or deeply petty. XP bonuses reward you for actually having character goals, so “revenge on Barry the Baker” might just be worth it. Names, Physical Traits, and Psychological Flavor: A name can reveal your culture… or just make the DM sigh. Physical and psychological quirks bring your character to life—or at least make them memorable when they die. Party Dynamics and Relationships: What happens when your elf hates your dwarf and your priest keeps judging everyone? Exploring how party tensions, bromances, and grudges make the game world richer (and weirder). The Final Ingredient: Humor and Collaboration: Why character creation should be as fun as the game itself. You don't build a hero alone—you do it with friends, dice, and questionable life choices. Key Takeaways Species isn't just fluff—it shapes your whole character experience. Skills are life. Pick wisely, and don't forget “Perception” exists. Talents can turn a bland character into a legendary weirdo. Backstory + motivation = juicy roleplay and extra XP. Random rolls aren't a curse—they're an opportunity to improvise hilariously. Psychological traits help characters feel real (and often unstable). Your party is your story's emotional core—and chaotic powder keg. Character creation is where the game really begins. Embrace the madness. Be strategic. Be creative. Be weird. It's Warhammer, after all. Listen if You've Ever Wondered… How to build a character that could actually survive in the Warhammer universe. What to do when you accidentally roll “terrified of the color red.” Why “pet rat” is both an equipment choice and a career path. If being a barber-surgeon really counts as a heroic class. (Spoiler: It does. Somehow.) Links Warhammer Fantasy Roleplay Core Rulebook (affiliate link) Find a GM on StartPlaying.games Support the Show If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Want to survive your first Warhammer Fantasy game without getting eaten by a goblin or arrested for fashion crimes? This episode teaches you the grimdark basics—judgy elves included. Big thanks to our sponsor, Dungeon Master Adamantine—the only GM who can run a perfect session and pronounce "Naggaroth" correctly on the first try. If you want to play D&D, Call of Cthulhu, Vampire: The Masquerade, or any other TTRPG—whether you're in Greece, online, or just chaos-curious—book your game at dungeonmasteradamantine.com or find him on StartPlaying. Show Notes: In this gloriously grimdark episode, the RPGBOT crew celebrates both personal victories and narrative tragedy—because nothing says Pride like running a half marathon and being emotionally wrecked by Warhammer Fantasy Roleplay lore. The crew dives deep into the richly depressing world of Warhammer Fantasy, from the human-centric politics of the Empire to the lizard-brained logic of the Slann. They explore the setting's clashing cultures, catastrophic corruption mechanics, and the unfortunate magical side effects of wearing the wrong outfit. Expect heated discussions on dwarf grudges, elf egos, undead management tips, and why your bright pink tunic might just get you killed during spellcasting. The conversation also gets tactical as they unpack dungeon design do's and don'ts, from the elegance of the Five Room Dungeon to the emotional trauma that is Tomb of Horrors. Spoiler alert: don't design your dungeon like a video game unless your players are part AI and emotionally numb. This episode is equal parts war-torn exposition and mechanics breakdown, with a healthy helping of sarcastic celebration. Key Takeaways: Pride is powerful. So is finishing a half marathon. So is a vampire count on a zombie dragon. Warhammer Fantasy Roleplay is what happens when early modern Europe and cosmic horror have a very messy divorce. The Empire: Best place to be human, worst place to not pay your taxes. Bretonnia: Where chivalry and classism come with matching banners. Kislev: Frostpunk with bears and chaos cultists. Dark Elves: If Hot Topic and human sacrifice had a baby. Warhammer Fantasy ≠ Warhammer 40K. This one has fewer space marines, more diseases. Elves are superior—just ask them. The Old World is “Europe but cursed.” The New World is “Colonialism but with dinosaurs.” Dwarves: Have grudges, will travel (underground). Lizardmen: Technically the good guys, if you like ancient prophecy and no interpersonal skills. Greenskins: Orcs, goblins, and the chaos-fueled frat party that never ends. Skaven: Backstabbing rat anarchists who somehow built a nuclear weapons program. Undead: Vampires rule the night; Tomb Kings rule the day (and resent the living). Chaos: The multiversal HR violation that unites us all. Your class and career determine your fate, like high school but with more mutations. Warhammer's magic system: Be fluent in death chants and fashion-forward or suffer the consequences. Psychology, fear, corruption, and disease aren't flavor—they're core mechanics. Color-coordination is literally rules-as-written. You can die for clashing. Spellcasting is hard. Miscasting is harder. Death by wardrobe malfunction is canon. Character progression is XP-based. Advancement is granular and glorious. Half-elves aren't a thing. Racial purity is, unfortunately, a cultural theme. Dungeon design should offer choices, not just punishment. Unless you're Tomb of Horrors. The Five Room Dungeon is a GM's best friend—tight, deadly, and endlessly adaptable. Don't copy video game dungeons. This isn't Skyrim and your players aren't NPCs. Listen now and learn why wearing a green sash while casting a red spell might kill you faster than a chaos spawn with an axe. Links Warhammer Fantasy Roleplay Core Rulebook (affiliate link) Find a GM on StartPlaying.games Support the Show If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Want to survive your first Warhammer Fantasy game without getting eaten by a goblin or arrested for fashion crimes? This episode teaches you the grimdark basics—judgy elves included. Big thanks to our sponsor, Dungeon Master Adamantine—the only GM who can run a perfect session and pronounce "Naggaroth" correctly on the first try. If you want to play D&D, Call of Cthulhu, Vampire: The Masquerade, or any other TTRPG—whether you're in Greece, online, or just chaos-curious—book your game at dungeonmasteradamantine.com or find him on StartPlaying. Show Notes: In this gloriously grimdark episode, the RPGBOT crew celebrates both personal victories and narrative tragedy—because nothing says Pride like running a half marathon and being emotionally wrecked by Warhammer Fantasy Roleplay lore. The crew dives deep into the richly depressing world of Warhammer Fantasy, from the human-centric politics of the Empire to the lizard-brained logic of the Slann. They explore the setting's clashing cultures, catastrophic corruption mechanics, and the unfortunate magical side effects of wearing the wrong outfit. Expect heated discussions on dwarf grudges, elf egos, undead management tips, and why your bright pink tunic might just get you killed during spellcasting. The conversation also gets tactical as they unpack dungeon design do's and don'ts, from the elegance of the Five Room Dungeon to the emotional trauma that is Tomb of Horrors. Spoiler alert: don't design your dungeon like a video game unless your players are part AI and emotionally numb. This episode is equal parts war-torn exposition and mechanics breakdown, with a healthy helping of sarcastic celebration. Key Takeaways: Pride is powerful. So is finishing a half marathon. So is a vampire count on a zombie dragon. Warhammer Fantasy Roleplay is what happens when early modern Europe and cosmic horror have a very messy divorce. The Empire: Best place to be human, worst place to not pay your taxes. Bretonnia: Where chivalry and classism come with matching banners. Kislev: Frostpunk with bears and chaos cultists. Dark Elves: If Hot Topic and human sacrifice had a baby. Warhammer Fantasy ≠ Warhammer 40K. This one has fewer space marines, more diseases. Elves are superior—just ask them. The Old World is “Europe but cursed.” The New World is “Colonialism but with dinosaurs.” Dwarves: Have grudges, will travel (underground). Lizardmen: Technically the good guys, if you like ancient prophecy and no interpersonal skills. Greenskins: Orcs, goblins, and the chaos-fueled frat party that never ends. Skaven: Backstabbing rat anarchists who somehow built a nuclear weapons program. Undead: Vampires rule the night; Tomb Kings rule the day (and resent the living). Chaos: The multiversal HR violation that unites us all. Your class and career determine your fate, like high school but with more mutations. Warhammer's magic system: Be fluent in death chants and fashion-forward or suffer the consequences. Psychology, fear, corruption, and disease aren't flavor—they're core mechanics. Color-coordination is literally rules-as-written. You can die for clashing. Spellcasting is hard. Miscasting is harder. Death by wardrobe malfunction is canon. Character progression is XP-based. Advancement is granular and glorious. Half-elves aren't a thing. Racial purity is, unfortunately, a cultural theme. Dungeon design should offer choices, not just punishment. Unless you're Tomb of Horrors. The Five Room Dungeon is a GM's best friend—tight, deadly, and endlessly adaptable. Don't copy video game dungeons. This isn't Skyrim and your players aren't NPCs. Listen now and learn why wearing a green sash while casting a red spell might kill you faster than a chaos spawn with an axe. Links Warhammer Fantasy Roleplay Core Rulebook (affiliate link) Find a GM on StartPlaying.games Support the Show If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Ever wonder what happens when you give a wizard a housecat and poor impulse control? We did—and now the kobold population is down one. Need a Dungeon Master who can outwit your rogue, outdrink your barbarian, and out-Greek the gods themselves? Book DM Adamantine—Nick Fotopoulos, the myth, the legend, the man who once statted out a haunted souvlaki stand. Whether you're in Athens, on vacation, or hiding from your dice curse, Nick runs D&D, Call of Cthulhu, Vampire: The Masquerade, and more—online or in-person, tailored to your party's wildest dreams (or darkest regrets). Visit www.dungeonmasteradamantine.comor summon him directly at StartPlaying He's got minis, maps, madness—and yes, he's fluent in both Greek and goblin. Episode Summary In this episode of the RPGBOT.Podcast, the gang dives whiskers-first into the magical, mystical, and occasionally murderous world of familiars in tabletop RPGs. From Pathfinder to D&D and beyond, we examine what happens when your arcane support animal becomes the party MVP—or a tragic footnote in the kobold kill count. Ash tries to argue that the toad is a viable combat companion. Tyler reminds us that the hawk definitely doesn't have thumbs. Randall... well, Randall has a deeply concerning attachment to his fox, whom he insists is “just a little guy, your honor.” Expect practical advice, chaotic anecdotes, and passionate hot takes on why your next spellcaster should come with a built-in critter co-pilot. Key Takeaways Familiars are more than flavor: These aren't just spellbook-warming fluffballs—they can scout, deliver spells, and manipulate the action economy if you build them right. Pick the right pet for the job: Owls? Great for flyby tactics. Frogs? Great for... ambiance. Imp? Great for morally questionable espionage and tax evasion. Don't get them killed: Familiars may be magically bound, but they're emotionally expensive. Losing one mid-dungeon isn't just tragic—it's also a wasted action economy investment and possibly a therapy bill. In Pathfinder 2e: The familiar system is highly customizable—think of it like Build-A-Bear with spell slots. Choose abilities like "Deliver a Touch Spell" or "Can Lick Its Own Eyebrows" depending on your tactical goals. Familiars are not Pokémon: You cannot legally send them into battle for XP farming. You can, however, use them as adorable bait. The ethical line is blurry, but the kobolds are definitely distracted. Beware of DM interpretation: That squirrel familiar might be RAW legal, but if your DM hates rodents, you will be hunted by owlbears. Plan accordingly. You can give your familiar a name, but not a pension: Remember—if you're going to bond with the ferret that ferries fireballs, don't forget a cute name. (Suggestions include: Toast, Balthazar, LegallyDistinctPikachu.) If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Ever wonder what happens when you give a wizard a housecat and poor impulse control? We did—and now the kobold population is down one. Need a Dungeon Master who can outwit your rogue, outdrink your barbarian, and out-Greek the gods themselves? Book DM Adamantine—Nick Fotopoulos, the myth, the legend, the man who once statted out a haunted souvlaki stand. Whether you're in Athens, on vacation, or hiding from your dice curse, Nick runs D&D, Call of Cthulhu, Vampire: The Masquerade, and more—online or in-person, tailored to your party's wildest dreams (or darkest regrets). Visit www.dungeonmasteradamantine.comor summon him directly at StartPlaying He's got minis, maps, madness—and yes, he's fluent in both Greek and goblin. Episode Summary In this episode of the RPGBOT.Podcast, the gang dives whiskers-first into the magical, mystical, and occasionally murderous world of familiars in tabletop RPGs. From Pathfinder to D&D and beyond, we examine what happens when your arcane support animal becomes the party MVP—or a tragic footnote in the kobold kill count. Ash tries to argue that the toad is a viable combat companion. Tyler reminds us that the hawk definitely doesn't have thumbs. Randall... well, Randall has a deeply concerning attachment to his fox, whom he insists is “just a little guy, your honor.” Expect practical advice, chaotic anecdotes, and passionate hot takes on why your next spellcaster should come with a built-in critter co-pilot. Key Takeaways Familiars are more than flavor: These aren't just spellbook-warming fluffballs—they can scout, deliver spells, and manipulate the action economy if you build them right. Pick the right pet for the job: Owls? Great for flyby tactics. Frogs? Great for... ambiance. Imp? Great for morally questionable espionage and tax evasion. Don't get them killed: Familiars may be magically bound, but they're emotionally expensive. Losing one mid-dungeon isn't just tragic—it's also a wasted action economy investment and possibly a therapy bill. In Pathfinder 2e: The familiar system is highly customizable—think of it like Build-A-Bear with spell slots. Choose abilities like "Deliver a Touch Spell" or "Can Lick Its Own Eyebrows" depending on your tactical goals. Familiars are not Pokémon: You cannot legally send them into battle for XP farming. You can, however, use them as adorable bait. The ethical line is blurry, but the kobolds are definitely distracted. Beware of DM interpretation: That squirrel familiar might be RAW legal, but if your DM hates rodents, you will be hunted by owlbears. Plan accordingly. You can give your familiar a name, but not a pension: Remember—if you're going to bond with the ferret that ferries fireballs, don't forget a cute name. (Suggestions include: Toast, Balthazar, LegallyDistinctPikachu.) If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
What do Pathfinder classes, Muppet horror, and himbo culture have in common? Absolutely nothing—so obviously we made a whole episode about it. Big thanks to Dungeon Master Adamantine for sponsoring this episode—if you want to roll dice in Greece with a professional GM who can out-roleplay Zeus himself, summon Nick at dungeonmasteradamantine.com or book him Startplaying: https://startplaying.games/gm/dmadamantine (but maybe not during a boss fight). In the third (and arguably most chaotic) installment of our deep dive into Pathfinder classes, the RPGBOT.Podcast crew goes full gremlin. Join Ash, Randall, and Tyler as they discuss the remastering of Pathfinder, family hijinks, the unexpected depth of 'himbo' culture, the musical Wicked, and how to reimagine Sesame Street as a TTRPG murder mystery. Also, yes—we talk about actual Pathfinder classes. Probably more than you'd expect given how much time we spend dunking on action economy and imagining eldritch Elmo. This episode features critical evaluations of the Animist, Exemplar, Gunslinger, Inventor, Kineticist, Magus, Psychic, Summoner, and Thaumaturge classes. Which ones are too complex for beginners? Which are secretly brilliant? Which would Kermit play? All this and more in an episode that sounds like it was brainstormed on a sticky note found in a Waffle House parking lot. Archives of Nethys (affiliate link) Sesame Street Content from RPGBOT.news PF2 Character Optimization RPGBOT.Podcast Episodes PF2 Starting Classes Part 1 PF2 Starting Classes Part 2 Dark Archive Review Guns and Gears Remastered Review Rage of Elements Review War of Immortals Review Key Takeaways The Vibes: Podcasting is hard. Podcasting while discussing Muppet horror fiction? Harder. Humor is a necessary survival skill—especially in family life and game design. Yes, you can enjoy Wicked without knowing the entire Wizard of Oz lore tree. Himbo culture is more than just muscles and charm—it's a way of life. Classy Evaluations: Animist – “What if your divine caster was also a spirit medium with an emotional support ghost?” Surprisingly elegant. Exemplar – A mythic powerhouse designed for epic-level play. Great if you like spreadsheets and divine empowerment. Gunslinger – Surprisingly tactical. Better than expected. Imagine Yosemite Sam, but with feat optimization. Inventor – Simple. Straightforward. Hits things with science. Ideal for players who want to cosplay as Iron Goblin. Kineticist – Offers power and flavor, but the mechanical complexity is dense. Approach with coffee and patience. Magus – Action economy is a problem. Looks amazing on paper, but in practice, it's like juggling flaming swords while solving a Rubik's Cube. Psychic – Big flavor, intimidating mechanics. Could be brilliant, could be brain-melting. Much like psychic powers, really. Summoner – You share HP with your pet kaiju. It's a relationship built on trust, trauma, and tactical retreat. Thaumaturge – A fan favorite. Big bag of tricks, satisfying mechanics, and good for players who like yelling “Your weakness is friendship!” Creative Chaos: Elmo as an unknowable horror from the Darkest House? Canon. Kermit the Frog: bard? gunslinger? morally neutral cleric? All viable builds. You can adapt Sesame Street to a Pathfinder game, but you probably shouldn't. But if you do, please invite us. Meta Moments: Some Paizo devs are probably listening. Hi! We love you. Please don't smite us. Podcast guests matter. Good ones make everything better. Bad ones get reincarnated as spellcasters with 3-action teleports and no way to cast them. The community continues to influence Paizo's design—your feedback does matter. Listener Homework Build a Thaumaturge with a Sesame Street theme. Bonus points for cursed items shaped like puppets. Try Wicked. Then stat out Elphaba as a Witch with the Hex trait. Ask yourself: Are you the himbo in your party? Complain about Magus' action economy online. It's tradition. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
What do Pathfinder classes, Muppet horror, and himbo culture have in common? Absolutely nothing—so obviously we made a whole episode about it. Big thanks to Dungeon Master Adamantine for sponsoring this episode—if you want to roll dice in Greece with a professional GM who can out-roleplay Zeus himself, summon Nick at dungeonmasteradamantine.com or book him Startplaying: https://startplaying.games/gm/dmadamantine (but maybe not during a boss fight). In the third (and arguably most chaotic) installment of our deep dive into Pathfinder classes, the RPGBOT.Podcast crew goes full gremlin. Join Ash, Randall, and Tyler as they discuss the remastering of Pathfinder, family hijinks, the unexpected depth of 'himbo' culture, the musical Wicked, and how to reimagine Sesame Street as a TTRPG murder mystery. Also, yes—we talk about actual Pathfinder classes. Probably more than you'd expect given how much time we spend dunking on action economy and imagining eldritch Elmo. This episode features critical evaluations of the Animist, Exemplar, Gunslinger, Inventor, Kineticist, Magus, Psychic, Summoner, and Thaumaturge classes. Which ones are too complex for beginners? Which are secretly brilliant? Which would Kermit play? All this and more in an episode that sounds like it was brainstormed on a sticky note found in a Waffle House parking lot. Archives of Nethys (affiliate link) Sesame Street Content from RPGBOT.news PF2 Character Optimization RPGBOT.Podcast Episodes PF2 Starting Classes Part 1 PF2 Starting Classes Part 2 Dark Archive Review Guns and Gears Remastered Review Rage of Elements Review War of Immortals Review Key Takeaways The Vibes: Podcasting is hard. Podcasting while discussing Muppet horror fiction? Harder. Humor is a necessary survival skill—especially in family life and game design. Yes, you can enjoy Wicked without knowing the entire Wizard of Oz lore tree. Himbo culture is more than just muscles and charm—it's a way of life. Classy Evaluations: Animist – “What if your divine caster was also a spirit medium with an emotional support ghost?” Surprisingly elegant. Exemplar – A mythic powerhouse designed for epic-level play. Great if you like spreadsheets and divine empowerment. Gunslinger – Surprisingly tactical. Better than expected. Imagine Yosemite Sam, but with feat optimization. Inventor – Simple. Straightforward. Hits things with science. Ideal for players who want to cosplay as Iron Goblin. Kineticist – Offers power and flavor, but the mechanical complexity is dense. Approach with coffee and patience. Magus – Action economy is a problem. Looks amazing on paper, but in practice, it's like juggling flaming swords while solving a Rubik's Cube. Psychic – Big flavor, intimidating mechanics. Could be brilliant, could be brain-melting. Much like psychic powers, really. Summoner – You share HP with your pet kaiju. It's a relationship built on trust, trauma, and tactical retreat. Thaumaturge – A fan favorite. Big bag of tricks, satisfying mechanics, and good for players who like yelling “Your weakness is friendship!” Creative Chaos: Elmo as an unknowable horror from the Darkest House? Canon. Kermit the Frog: bard? gunslinger? morally neutral cleric? All viable builds. You can adapt Sesame Street to a Pathfinder game, but you probably shouldn't. But if you do, please invite us. Meta Moments: Some Paizo devs are probably listening. Hi! We love you. Please don't smite us. Podcast guests matter. Good ones make everything better. Bad ones get reincarnated as spellcasters with 3-action teleports and no way to cast them. The community continues to influence Paizo's design—your feedback does matter. Listener Homework Build a Thaumaturge with a Sesame Street theme. Bonus points for cursed items shaped like puppets. Try Wicked. Then stat out Elphaba as a Witch with the Hex trait. Ask yourself: Are you the himbo in your party? Complain about Magus' action economy online. It's tradition. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
This week, we weaponize hallucinations, traumatize NPCs, and gaslight a guard dog—with illusions! Sure! Here's a funny and detailed set of show notes and key takeaways for the RPGBOT.Podcast episode titled: Show Notes: In this episode of the RPGBOT.Podcast, the gang goes full David Copperfield on your tabletop—except instead of sawing a lady in half, we're casting Phantasmal Force to convince the BBEG his pants are full of bees. Join Tyler, Ash, and Randall as they pull back the illusory curtain on deception magic and reveal the crunchy mechanics, chaotic strategies, and absolute tomfoolery you can unleash with illusion spells. Ever wonder how to make your players paranoid, your monsters confused, or your DM cry? Illusions are the Swiss Army knife of arcane nonsense, and this episode dives deep into the art of trickery. From classic misdirection to full-on psychic warfare, they explore the delicious line between “that's clever” and “that's not how the spell works.” And yes, we finally solve the age-old question: how does a low-INT dog sniff out the fake chicken? Spoiler: it involves a lot of arguing about the Investigation check. Key Takeaways: Illusions Are a Vibe, Not a Science: If it makes the GM squint at the rules, you're doing it right. "The Mind Believes It, So the Body Reacts": Phantasmal Force can't do real damage, but the psychic trauma of imaginary bees is very real. Silent Image Is the MVP: It's like Photoshop, but for breaking dungeon puzzles. Major Image = Major Problems: When in doubt, summon a dragon and walk away like it was someone else's idea. Smarter Creatures Are More Likely to Disbelieve... Or Overthink: That wizard didn't fail his save, he just really wanted the dragon to be real. Your Dog Is Meta-Gaming: If Fido's making Investigation checks, it's time to ask who's really running the campaign. The Best Illusion is the One You Don't Have to Explain: If they never touch the wall, they'll never know it's fake. Don't Use Illusions to Solve Every Problem: Actually, never mind. Do exactly that. Forever. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
This week, we weaponize hallucinations, traumatize NPCs, and gaslight a guard dog—with illusions! Sure! Here's a funny and detailed set of show notes and key takeaways for the RPGBOT.Podcast episode titled: Show Notes: In this episode of the RPGBOT.Podcast, the gang goes full David Copperfield on your tabletop—except instead of sawing a lady in half, we're casting Phantasmal Force to convince the BBEG his pants are full of bees. Join Tyler, Ash, and Randall as they pull back the illusory curtain on deception magic and reveal the crunchy mechanics, chaotic strategies, and absolute tomfoolery you can unleash with illusion spells. Ever wonder how to make your players paranoid, your monsters confused, or your DM cry? Illusions are the Swiss Army knife of arcane nonsense, and this episode dives deep into the art of trickery. From classic misdirection to full-on psychic warfare, they explore the delicious line between “that's clever” and “that's not how the spell works.” And yes, we finally solve the age-old question: how does a low-INT dog sniff out the fake chicken? Spoiler: it involves a lot of arguing about the Investigation check. Key Takeaways: Illusions Are a Vibe, Not a Science: If it makes the GM squint at the rules, you're doing it right. "The Mind Believes It, So the Body Reacts": Phantasmal Force can't do real damage, but the psychic trauma of imaginary bees is very real. Silent Image Is the MVP: It's like Photoshop, but for breaking dungeon puzzles. Major Image = Major Problems: When in doubt, summon a dragon and walk away like it was someone else's idea. Smarter Creatures Are More Likely to Disbelieve... Or Overthink: That wizard didn't fail his save, he just really wanted the dragon to be real. Your Dog Is Meta-Gaming: If Fido's making Investigation checks, it's time to ask who's really running the campaign. The Best Illusion is the One You Don't Have to Explain: If they never touch the wall, they'll never know it's fake. Don't Use Illusions to Solve Every Problem: Actually, never mind. Do exactly that. Forever. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
What do you get when you mix a disappearing god, a multiverse glitch, and a talking squirrel? Apparently, therapy. Show Notes: In this second helping of the Ash Ely Planescape Postmortem, the hosts dissect the juicy narrative meat of a campaign marinated in memory loss, Mind Flayers, and metaphysical trauma. From the desperate hunt for Orochalcum to the chaos of battling Cathraxus (yes, that Cathraxus), our hosts recount the highs, lows, and emotional collateral damage of storytelling across the planes. The episode dives deep into the decisions that shaped the campaign—like letting players talk to their other selves (always a great idea until it's not), negotiating with shady NPCs who definitely read the fine print, and exploring the emotional weight of being a dwarven sister with unresolved issues. Featuring Rattatosk mischief, back-alley conspiracies, a glitch in the multiverse, and the Lady of Pain pulling the ultimate disappearing act, this episode will remind you that sometimes the best part of tabletop games is just how weird, poignant, and gloriously off-rails they can get. Planescape: Adventures in the Multiverse (affiliate link) Ash on StartPlaying.games Wikipedia Cheris Perkins Jeremey Crawford Jonathan Tweet Mike Mearls Monte Cook DnDShorts Video Ash Voiced “The Golden Men” Monte Cook Games Numenera (affiliate link) Darkest House (affiliate link) Old Gods of Appalachia (affiliate link) Expedition 33 (affiliate link) Planescape: Torment RPGBOT.Podcast Episodes Planesczape Review Hadesz Key Takeaways: Yes, this is part two of the Planescape review. No, we're still not emotionally recovered. After Excelsior, the cast needed a palate cleanser. They got existential dread instead. Radar almost died. Ash almost killed him. Honestly, we all almost cried. Emotional damage: acquired. At least we had fun! (Said through tears.) “I can let you talk to your other incarnations.” – what could possibly go wrong? Always check your contracts. This is Planescape, not Disneyland. There was an argument, and yes, it was Ash's fault. “I want one of your incarnations.” – Excuse me?! Orochalcum: not just hard to spell, but apparently vital to reality. Glorium: where big things happen, and sometimes explode. Enter the Rattatosk, chaotic good(ish) squirrel gremlin. Tilia's emotional arc hit way too close to home. The Lady of Pain is gone—and that's everyone's problem. Fights get wild when the enemy is Cathraxus, bring backup. The dwarven sisters have more drama than a season finale. Mind Flayers: when one plot thread just isn't enough. The players' choices kept reshaping the story like a psychic Etch-A-Sketch. Zavik spilled the beans on a multiversal conspiracy. The last Modron March? Yeah, they got banished. Shemeshka is back. Of course she's back. There was a glitch. No, not in the Matrix. In reality. The Lady of Pain's rebirth was… a moment. Mazes are now graveyards for forgotten worlds. Thanks, Ash. The Gatekeeper's tragic past is a storytelling gut punch. Despite it all, hope kept showing up. Mostly uninvited. Final score: Lady of Pain sacrifices herself, players cry, and the DM retires (until next week). Final Thoughts: Planescape Part II delivers all the chaos, depth, and emotional wreckage you'd expect from a campaign where metaphysical squirrels share the stage with godlike beings and grief-laced mazes. Would play again. Would cry again. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
What do you get when you mix a disappearing god, a multiverse glitch, and a talking squirrel? Apparently, therapy. Show Notes: In this second helping of the Ash Ely Planescape Postmortem, the hosts dissect the juicy narrative meat of a campaign marinated in memory loss, Mind Flayers, and metaphysical trauma. From the desperate hunt for Orochalcum to the chaos of battling Cathraxus (yes, that Cathraxus), our hosts recount the highs, lows, and emotional collateral damage of storytelling across the planes. The episode dives deep into the decisions that shaped the campaign—like letting players talk to their other selves (always a great idea until it's not), negotiating with shady NPCs who definitely read the fine print, and exploring the emotional weight of being a dwarven sister with unresolved issues. Featuring Rattatosk mischief, back-alley conspiracies, a glitch in the multiverse, and the Lady of Pain pulling the ultimate disappearing act, this episode will remind you that sometimes the best part of tabletop games is just how weird, poignant, and gloriously off-rails they can get. Planescape: Adventures in the Multiverse (affiliate link) Ash on StartPlaying.games Wikipedia Cheris Perkins Jeremey Crawford Jonathan Tweet Mike Mearls Monte Cook DnDShorts Video Ash Voiced “The Golden Men” Monte Cook Games Numenera (affiliate link) Darkest House (affiliate link) Old Gods of Appalachia (affiliate link) Expedition 33 (affiliate link) Planescape: Torment RPGBOT.Podcast Episodes Planesczape Review Hadesz Key Takeaways: Yes, this is part two of the Planescape review. No, we're still not emotionally recovered. After Excelsior, the cast needed a palate cleanser. They got existential dread instead. Radar almost died. Ash almost killed him. Honestly, we all almost cried. Emotional damage: acquired. At least we had fun! (Said through tears.) “I can let you talk to your other incarnations.” – what could possibly go wrong? Always check your contracts. This is Planescape, not Disneyland. There was an argument, and yes, it was Ash's fault. “I want one of your incarnations.” – Excuse me?! Orochalcum: not just hard to spell, but apparently vital to reality. Glorium: where big things happen, and sometimes explode. Enter the Rattatosk, chaotic good(ish) squirrel gremlin. Tilia's emotional arc hit way too close to home. The Lady of Pain is gone—and that's everyone's problem. Fights get wild when the enemy is Cathraxus, bring backup. The dwarven sisters have more drama than a season finale. Mind Flayers: when one plot thread just isn't enough. The players' choices kept reshaping the story like a psychic Etch-A-Sketch. Zavik spilled the beans on a multiversal conspiracy. The last Modron March? Yeah, they got banished. Shemeshka is back. Of course she's back. There was a glitch. No, not in the Matrix. In reality. The Lady of Pain's rebirth was… a moment. Mazes are now graveyards for forgotten worlds. Thanks, Ash. The Gatekeeper's tragic past is a storytelling gut punch. Despite it all, hope kept showing up. Mostly uninvited. Final score: Lady of Pain sacrifices herself, players cry, and the DM retires (until next week). Final Thoughts: Planescape Part II delivers all the chaos, depth, and emotional wreckage you'd expect from a campaign where metaphysical squirrels share the stage with godlike beings and grief-laced mazes. Would play again. Would cry again. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In this episode of the RPGBOT.Podcast, the hosts gather for a postmortem discussion on Ash Ely's recent Planescape campaign—a wild ride through the Outer Planes where philosophy hits like a fireball and bureaucracy is deadlier than any dragon. With plenty of laughs and genuine reflection, the crew discusses their favorite moments, mechanical experiments, player decisions, and the challenges of storytelling in a setting where time is subjective, death is optional, and your base of operations might just be a sentient castle. This is a deep-dive into what makes a great campaign weirdly wonderful, packed with practical advice for GMs and players alike. Planescape: Adventures in the Multiverse (affiliate link) Ash on StartPlaying.games Wikipedia Cheris Perkins Jeremey Crawford Jonathan Tweet Mike Mearls Monte Cook DnDShorts Video Ash Voiced “The Golden Men” Monte Cook Games Numenera (affiliate link) Darkest House (affiliate link) Old Gods of Appalachia (affiliate link) Expedition 33 (affiliate link) Planescape: Torment RPGBOT.Podcast Episodes Planescape Review Hades Key Takeaways: Podcast & Campaign Structure: The episode opens with classic banter and jokes, setting a relaxed and comedic tone. The use of audio files and soundboards added flavor to the podcast experience, paralleling the dynamic creativity of the campaign itself. Planescape Setting Insights: Sigil proved to be a difficult but rewarding setting, demanding intense creativity from the GM and strong player investment. The Bleak Cabal introduced complex moral and philosophical themes around nihilism and existentialism. Harmonium conflicts introduced tension and clear stakes, adding urgency to the narrative. Excelsior and Mindenheim presented contrasting moral dilemmas, emphasizing how planar alignments influence gameplay. Gameplay Mechanics: The game included unique mechanics such as reincarnation, highlighting Planescape's flair for the metaphysical. Gambling mechanics introduced at Fortune's Wheel made the campaign feel alive and added extra stakes. Random tables were used to enhance chaos, though they occasionally clashed with narrative flow. Time in the Outlands was deliberately nebulous—used as a story device rather than a linear tracker. Character & Roleplay: Ash Ely discussed character arcs, spotlighting the emotional growth and backstory payoffs that came through during play. Character death and rebirth were treated as storytelling tools, not just fail states. The castle base of operations became a central hub for player bonding and improvised roleplay. Downtime activities, such as research or dealing with extraplanar paperwork, added depth and fun. Player Agency & Story Design: Player choices mattered deeply, often shifting the trajectory of the campaign. Side quests organically evolved into major plotlines, highlighting the value of listening to player interests. Fetch quests and bureaucratic challenges became unexpectedly entertaining when paired with strong character voices. Homebrew content enriched the setting, especially when integrated into existing multiversal lore. Lessons & Reflections: Player engagement and feedback were vital in navigating the weirdness of Planescape. The group shared regrets and lessons learned, emphasizing the importance of flexibility and communication. The campaign reinforced that creativity and player trust are the heart of any great tabletop experience. Final Thoughts: Whether you're a veteran GM diving into planar politics or a curious player who wants to gamble with the Fates (literally), this episode offers a treasure trove of inspiration. The Planescape campaign may be over, but its echoes will bounce around the multiverse—and the RPGBOT cast's brains—for a long time to come.
In this episode of the RPGBOT.Podcast, the hosts gather for a postmortem discussion on Ash Ely's recent Planescape campaign—a wild ride through the Outer Planes where philosophy hits like a fireball and bureaucracy is deadlier than any dragon. With plenty of laughs and genuine reflection, the crew discusses their favorite moments, mechanical experiments, player decisions, and the challenges of storytelling in a setting where time is subjective, death is optional, and your base of operations might just be a sentient castle. This is a deep-dive into what makes a great campaign weirdly wonderful, packed with practical advice for GMs and players alike. Planescape: Adventures in the Multiverse (affiliate link) Ash on StartPlaying.games Wikipedia Cheris Perkins Jeremey Crawford Jonathan Tweet Mike Mearls Monte Cook DnDShorts Video Ash Voiced “The Golden Men” Monte Cook Games Numenera (affiliate link) Darkest House (affiliate link) Old Gods of Appalachia (affiliate link) Expedition 33 (affiliate link) Planescape: Torment RPGBOT.Podcast Episodes Planescape Review Hades Key Takeaways: Podcast & Campaign Structure: The episode opens with classic banter and jokes, setting a relaxed and comedic tone. The use of audio files and soundboards added flavor to the podcast experience, paralleling the dynamic creativity of the campaign itself. Planescape Setting Insights: Sigil proved to be a difficult but rewarding setting, demanding intense creativity from the GM and strong player investment. The Bleak Cabal introduced complex moral and philosophical themes around nihilism and existentialism. Harmonium conflicts introduced tension and clear stakes, adding urgency to the narrative. Excelsior and Mindenheim presented contrasting moral dilemmas, emphasizing how planar alignments influence gameplay. Gameplay Mechanics: The game included unique mechanics such as reincarnation, highlighting Planescape's flair for the metaphysical. Gambling mechanics introduced at Fortune's Wheel made the campaign feel alive and added extra stakes. Random tables were used to enhance chaos, though they occasionally clashed with narrative flow. Time in the Outlands was deliberately nebulous—used as a story device rather than a linear tracker. Character & Roleplay: Ash Ely discussed character arcs, spotlighting the emotional growth and backstory payoffs that came through during play. Character death and rebirth were treated as storytelling tools, not just fail states. The castle base of operations became a central hub for player bonding and improvised roleplay. Downtime activities, such as research or dealing with extraplanar paperwork, added depth and fun. Player Agency & Story Design: Player choices mattered deeply, often shifting the trajectory of the campaign. Side quests organically evolved into major plotlines, highlighting the value of listening to player interests. Fetch quests and bureaucratic challenges became unexpectedly entertaining when paired with strong character voices. Homebrew content enriched the setting, especially when integrated into existing multiversal lore. Lessons & Reflections: Player engagement and feedback were vital in navigating the weirdness of Planescape. The group shared regrets and lessons learned, emphasizing the importance of flexibility and communication. The campaign reinforced that creativity and player trust are the heart of any great tabletop experience. Final Thoughts: Whether you're a veteran GM diving into planar politics or a curious player who wants to gamble with the Fates (literally), this episode offers a treasure trove of inspiration. The Planescape campaign may be over, but its echoes will bounce around the multiverse—and the RPGBOT cast's brains—for a long time to come.
In this Remastered Episode of the RPGBOT.Podcast, we summon the horrors that make your players ask, ‘Can I roll to nope?' In this episode, the RPGBOT.Podcast team delves into the weird, the squishy, and the utterly incomprehensible world of Aberrations—those delightful horrors that break the rules of reality and challenge players' expectations. From Mind Flayers to Gibbering Mouthers, the hosts explore how these creatures can be used to discomfort, disorient, and delight your game table. Whether you're looking to run a horror campaign, design a disturbing encounter, or just want to terrify your players with something that doesn't have a front or back, this episode will help you lean into the madness. Meeting an Ancient Aboleth – dScryb (affiliate link) RPGBOT.Podcast Episodes RPGBOT.Podcast Episode 10 – Horror Kobold Press Tome of Heroes: the Wit and Wisdom of Brian Suskind – RPGBOT.News S2E53 Journeys Through the Radiant Citadel – RPGBOT.News S2E57 Dice Math – RPGBOT.Podcast S2E92 Keith Baker on Eberron – RPGBOT.Masterclass S3E3 Keys from the Golden Vault – RPGBOT.News S3E17 The Undead – A Guide to Incorporating Undead Creatures in TTRPGs – RPGBOT.Podcast S3E28 The Undead II: A Guide for Role Playing Undead Creatures in TTRPGs – RPGBOT.Podcast S3E30 Content from RPGBOT.net Call of Cthulhu Starter Set – A Review Other Stuff Baldur's Gate Chaosium Basic Roleplaying System (affiliate link) Monstrous Races (affiliate link) Key Takeaways Aberrations thrive on unpredictability: Their alien logic and bizarre abilities create dynamic and disorienting encounters that force players to think outside the stat block. They are story tools, not just combatants: Aberrations can shape entire arcs, create cults, distort time and space, and redefine a campaign's tone. Use description and mechanics together: Emphasize the unnatural—describe how a Beholder's eye twitches in impossible ways, or how an Aboleth speaks directly into a PC's nightmares. Madness and corruption are your allies: Aberrations are best when they leave a lingering mark, be it psychic scars, corrupted NPCs, or twisted reality. Players should come prepared to counter tricks, not just tank hits: Aberrations reward clever tactics, good preparation, and understanding of their lore. Suggested Resources Volo's Guide to Monsters – Excellent for Mind Flayer and Beholder lore. Tasha's Cauldron of Everything – Optional rules for madness and tone setting. Spelljammer: Adventures in Space – For space aberrations and bizarre origin stories. Call of Cthulhu RPG – If you want to go full horror inspiration. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In this Remastered Episode of the RPGBOT.Podcast, we summon the horrors that make your players ask, ‘Can I roll to nope?' In this episode, the RPGBOT.Podcast team delves into the weird, the squishy, and the utterly incomprehensible world of Aberrations—those delightful horrors that break the rules of reality and challenge players' expectations. From Mind Flayers to Gibbering Mouthers, the hosts explore how these creatures can be used to discomfort, disorient, and delight your game table. Whether you're looking to run a horror campaign, design a disturbing encounter, or just want to terrify your players with something that doesn't have a front or back, this episode will help you lean into the madness. Meeting an Ancient Aboleth – dScryb (affiliate link) RPGBOT.Podcast Episodes RPGBOT.Podcast Episode 10 – Horror Kobold Press Tome of Heroes: the Wit and Wisdom of Brian Suskind – RPGBOT.News S2E53 Journeys Through the Radiant Citadel – RPGBOT.News S2E57 Dice Math – RPGBOT.Podcast S2E92 Keith Baker on Eberron – RPGBOT.Masterclass S3E3 Keys from the Golden Vault – RPGBOT.News S3E17 The Undead – A Guide to Incorporating Undead Creatures in TTRPGs – RPGBOT.Podcast S3E28 The Undead II: A Guide for Role Playing Undead Creatures in TTRPGs – RPGBOT.Podcast S3E30 Content from RPGBOT.net Call of Cthulhu Starter Set – A Review Other Stuff Baldur's Gate Chaosium Basic Roleplaying System (affiliate link) Monstrous Races (affiliate link) Key Takeaways Aberrations thrive on unpredictability: Their alien logic and bizarre abilities create dynamic and disorienting encounters that force players to think outside the stat block. They are story tools, not just combatants: Aberrations can shape entire arcs, create cults, distort time and space, and redefine a campaign's tone. Use description and mechanics together: Emphasize the unnatural—describe how a Beholder's eye twitches in impossible ways, or how an Aboleth speaks directly into a PC's nightmares. Madness and corruption are your allies: Aberrations are best when they leave a lingering mark, be it psychic scars, corrupted NPCs, or twisted reality. Players should come prepared to counter tricks, not just tank hits: Aberrations reward clever tactics, good preparation, and understanding of their lore. Suggested Resources Volo's Guide to Monsters – Excellent for Mind Flayer and Beholder lore. Tasha's Cauldron of Everything – Optional rules for madness and tone setting. Spelljammer: Adventures in Space – For space aberrations and bizarre origin stories. Call of Cthulhu RPG – If you want to go full horror inspiration. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
New horror subclasses just dropped, and we're here to reanimate them, roast them, and regret reading the action economy aloud. Support our friends at DungeonFlow, because your dungeon shouldn't look like it was sketched during a Zoom call. Unearthed Arcana: Horror Subclasses Show Notes In this episode, the RPGBOT crew proves that horror isn't just for the subclasses—it's also in trying to sync microphones. After wrestling with some haunted audio gremlins, the hosts dive headfirst into the latest Unearthed Arcana drop from Wizards of the Coast, which brings a trio of spooky new subclass options to the D&D table. First up: the Artificer Reanimator, which asks the important question, “What if your sidekick was a science experiment?” With mechanics that feel like equal parts Frankenstein and Excel spreadsheet, the gang unpacks the subclass's vibes, power level, and general corpse-hugging potential. Next, they dig into the Hollow Warden Ranger, a subclass so reliant on Hunter's Mark that it might as well come with a branded tattoo. Spoiler: there's one way to build it, and WotC really wants you to take that path. The group debates its narrow design, interesting healing mechanics, and whether you can actually play it without needing a second concentration slot stapled to your forehead. Then it's time for a séance with the Grave Domain Cleric and College of Spirits Bard—both bearing mechanical changes that sparked nostalgia, mild rage, and Bardic action economy debates worthy of a dissertation. Turns out when you nerf old faves, the ghosts of playtesters past come back to haunt you. The discussion also wanders into Ravenloft's LaMortia, Van Richten's Guide, and the tragic identity crisis of the Hexblade Warlock, who still isn't quite sure what they're supposed to be when they grow up. With a healthy dose of snark, love, and grief over lost subclass features, the crew gives their full take on what works, what doesn't, and what still smells faintly of necromantic glue. Key Takeaways The real horror was the audio levels we fixed along the way. The Artificer Reanimator is what happens when a necromancer raids Home Depot. Reanimator gameplay is cool and crunchy—but don't ask how it stacks up next to Necromancers unless you want a debate. Ranger's Hollow Warden is basically "Concentration: The Subclass." There is exactly one way to build it—and if you deviate, your damage goes to a farm upstate. Players are not thrilled about the subclass being chained to Hunter's Mark. Healing-through-hitting is a new mechanic that kind of slaps, literally. New auras = new damage toys. But still… it's all wrapped around Hunter's Mark like clingfilm. Grave Cleric and College of Spirits Bard have been redesigned, and not everyone's happy about their new wardrobe. The action economy is still Bard's greatest horror story. Hexblade Warlock is having a full-blown identity crisis and might need a long rest… or therapy. Undead Warlock is both buffed and nerfed, which is somehow the most D&D thing imaginable. Ravenloft still slaps. LaMortia is creepy, cold, and full of subclass inspiration. Player feedback is a literal mechanic now—give it, or don't complain when your subclass becomes unrecognizable. Game design needs to stop making subclasses feel like assembly instructions from IKEA. Weapon Mastery and auras may help salvage narrow builds, but only just. Multiclassing into Nature Cleric can make your Ranger feel like it got invited to the cool kids' table. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
New horror subclasses just dropped, and we're here to reanimate them, roast them, and regret reading the action economy aloud. Support our friends at DungeonFlow, because your dungeon shouldn't look like it was sketched during a Zoom call. Unearthed Arcana: Horror Subclasses Show Notes In this episode, the RPGBOT crew proves that horror isn't just for the subclasses—it's also in trying to sync microphones. After wrestling with some haunted audio gremlins, the hosts dive headfirst into the latest Unearthed Arcana drop from Wizards of the Coast, which brings a trio of spooky new subclass options to the D&D table. First up: the Artificer Reanimator, which asks the important question, “What if your sidekick was a science experiment?” With mechanics that feel like equal parts Frankenstein and Excel spreadsheet, the gang unpacks the subclass's vibes, power level, and general corpse-hugging potential. Next, they dig into the Hollow Warden Ranger, a subclass so reliant on Hunter's Mark that it might as well come with a branded tattoo. Spoiler: there's one way to build it, and WotC really wants you to take that path. The group debates its narrow design, interesting healing mechanics, and whether you can actually play it without needing a second concentration slot stapled to your forehead. Then it's time for a séance with the Grave Domain Cleric and College of Spirits Bard—both bearing mechanical changes that sparked nostalgia, mild rage, and Bardic action economy debates worthy of a dissertation. Turns out when you nerf old faves, the ghosts of playtesters past come back to haunt you. The discussion also wanders into Ravenloft's LaMortia, Van Richten's Guide, and the tragic identity crisis of the Hexblade Warlock, who still isn't quite sure what they're supposed to be when they grow up. With a healthy dose of snark, love, and grief over lost subclass features, the crew gives their full take on what works, what doesn't, and what still smells faintly of necromantic glue. Key Takeaways The real horror was the audio levels we fixed along the way. The Artificer Reanimator is what happens when a necromancer raids Home Depot. Reanimator gameplay is cool and crunchy—but don't ask how it stacks up next to Necromancers unless you want a debate. Ranger's Hollow Warden is basically "Concentration: The Subclass." There is exactly one way to build it—and if you deviate, your damage goes to a farm upstate. Players are not thrilled about the subclass being chained to Hunter's Mark. Healing-through-hitting is a new mechanic that kind of slaps, literally. New auras = new damage toys. But still… it's all wrapped around Hunter's Mark like clingfilm. Grave Cleric and College of Spirits Bard have been redesigned, and not everyone's happy about their new wardrobe. The action economy is still Bard's greatest horror story. Hexblade Warlock is having a full-blown identity crisis and might need a long rest… or therapy. Undead Warlock is both buffed and nerfed, which is somehow the most D&D thing imaginable. Ravenloft still slaps. LaMortia is creepy, cold, and full of subclass inspiration. Player feedback is a literal mechanic now—give it, or don't complain when your subclass becomes unrecognizable. Game design needs to stop making subclasses feel like assembly instructions from IKEA. Weapon Mastery and auras may help salvage narrow builds, but only just. Multiclassing into Nature Cleric can make your Ranger feel like it got invited to the cool kids' table. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Crack open your Core Rulebook, dump stat Charisma, and calibrate your resolve points—because it's time to roll initiative against entropy itself with the Starfinder Galaxy Guide, where space is weird, and the rules are weirder. This episode is brought to you by Dungeon Flow—because your players will never know you prepped their dungeon during the loading screen of Baldur's Gate 3. In this multidimensional episode of The RPGBOT.Podcast, the hosts open with an honest and humorous take on Mother's Day, Father's Day, and the emotional nuances surrounding both. The discussion then shifts into exciting news about their upcoming expansion on YouTube, underscoring the importance of consistency and community engagement in content creation. The heart of the episode dives deep into Paizo's Starfinder Galaxy Guide, with the hosts enthusiastically breaking down the lore, design, and imaginative potential of Starfinder's universe. From the cosmic horror of the Absurdity to the mechanical brilliance of new ancestries, this episode offers rich insight for both new players and veteran spacefarers. Starfinder 2e Galaxy Guide (affiliate link) Key Takeaways: Mother's Day gets more attention than Father's Day, and that's okay—maybe. Consistency is crucial to podcast and community growth, especially on platforms like YouTube. Personal challenges and humor can coexist, making space for honest conversations in nerd culture. The Starfinder Galaxy Guide offers exciting new content and structure for storytelling. The Gap remains a fascinating mystery driving Starfinder's lore. Absalom Station is the galaxy's heartbeat—narratively and thematically. The Absurdity introduces chaos and creativity into campaign design. Starfinder blends genres like horror, sci-fi, and fantasy in a way few systems can. New ancestries and backgrounds open doors to fresh character creation strategies. Cosmic horror and dystopian themes can be deeply engaging when done well. Characters like Sarkeesians and Vlaka bring unique narrative and mechanical twists. Patrons in Warlock-style pacts should have tangible narrative impact. RPG humor—yes, even bad fast food jokes—adds depth to the gaming table. Engaging with the community sparks creative inspiration and innovation. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Crack open your Core Rulebook, dump stat Charisma, and calibrate your resolve points—because it's time to roll initiative against entropy itself with the Starfinder Galaxy Guide, where space is weird, and the rules are weirder. This episode is brought to you by Dungeon Flow—because your players will never know you prepped their dungeon during the loading screen of Baldur's Gate 3. In this multidimensional episode of The RPGBOT.Podcast, the hosts open with an honest and humorous take on Mother's Day, Father's Day, and the emotional nuances surrounding both. The discussion then shifts into exciting news about their upcoming expansion on YouTube, underscoring the importance of consistency and community engagement in content creation. The heart of the episode dives deep into Paizo's Starfinder Galaxy Guide, with the hosts enthusiastically breaking down the lore, design, and imaginative potential of Starfinder's universe. From the cosmic horror of the Absurdity to the mechanical brilliance of new ancestries, this episode offers rich insight for both new players and veteran spacefarers. Starfinder 2e Galaxy Guide (affiliate link) Key Takeaways: Mother's Day gets more attention than Father's Day, and that's okay—maybe. Consistency is crucial to podcast and community growth, especially on platforms like YouTube. Personal challenges and humor can coexist, making space for honest conversations in nerd culture. The Starfinder Galaxy Guide offers exciting new content and structure for storytelling. The Gap remains a fascinating mystery driving Starfinder's lore. Absalom Station is the galaxy's heartbeat—narratively and thematically. The Absurdity introduces chaos and creativity into campaign design. Starfinder blends genres like horror, sci-fi, and fantasy in a way few systems can. New ancestries and backgrounds open doors to fresh character creation strategies. Cosmic horror and dystopian themes can be deeply engaging when done well. Characters like Sarkeesians and Vlaka bring unique narrative and mechanical twists. Patrons in Warlock-style pacts should have tangible narrative impact. RPG humor—yes, even bad fast food jokes—adds depth to the gaming table. Engaging with the community sparks creative inspiration and innovation. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
If your evil character isn't at least pretending to be helpful, they're not evil—they're just unemployed. In this episode of the RPGBOT.Podcast, the hosts dive deep into the dark, morally murky world of evil characters in tabletop RPGs. With Ash leading the charge, the conversation focuses on how to play a character with evil tendencies without destroying the game, the party, or your friendships. The hosts explore different shades of evil alignments, the narrative value of morally compromised PCs, and offer practical advice on how to maintain group cohesion when one of the players is clearly up to no good. From selfish rogues to power-hungry warlocks, the cast lays out the dos and don'ts of roleplaying antagonistic characters responsibly. This episode balances philosophical alignment discussion with real-world table etiquette, all while keeping things lighthearted, insightful, and occasionally disturbing in the best way. If you've ever wanted to play the villain—but not be one—this is your guide. Check out our Best of Season 1 and Best of Season 2 playlists! Get in on the DungeonFlow Beta at DungeonFlow.app MATERIALS REFERENCED IN THIS EPISODE RPGBOT.Podcast Episodes RPGBOT.Podcast S2E9 – Alignment (part 1 of 2) RPGBOT.Podcast S2E9 – Alignment (part 2 of 2) Content from RPGBOT.net Otherworldly Patrons and You – DnD 5e Dark Gifts or Distinctive Quirks? – DnD 5e Villains – RPGBOT.Podcast S2E58 Other Stuff Book of Vile Darkness (3e) (affiliate link) Monstrous Races (affiliate link) Tasha's Cauldron of Everything (affiliate link) Way of the Wicked (affiliate link) Key Takeaways: Evil characters can enhance a TTRPG story if they're crafted with intention and communication. Session Zero is the place to set expectations and make sure everyone is on board. A "safe sociopath" in-game should never be a real-life problem player. Evil characters should elevate the story—not just hog the spotlight or sow chaos. It's okay to play dark themes—but not at the cost of trust at the table. Redemption arcs and “gray morality” often make more compelling characters than cartoon villains. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
If your evil character isn't at least pretending to be helpful, they're not evil—they're just unemployed. In this episode of the RPGBOT.Podcast, the hosts dive deep into the dark, morally murky world of evil characters in tabletop RPGs. With Ash leading the charge, the conversation focuses on how to play a character with evil tendencies without destroying the game, the party, or your friendships. The hosts explore different shades of evil alignments, the narrative value of morally compromised PCs, and offer practical advice on how to maintain group cohesion when one of the players is clearly up to no good. From selfish rogues to power-hungry warlocks, the cast lays out the dos and don'ts of roleplaying antagonistic characters responsibly. This episode balances philosophical alignment discussion with real-world table etiquette, all while keeping things lighthearted, insightful, and occasionally disturbing in the best way. If you've ever wanted to play the villain—but not be one—this is your guide. Check out our Best of Season 1 and Best of Season 2 playlists! Get in on the DungeonFlow Beta at DungeonFlow.app MATERIALS REFERENCED IN THIS EPISODE RPGBOT.Podcast Episodes RPGBOT.Podcast S2E9 – Alignment (part 1 of 2) RPGBOT.Podcast S2E9 – Alignment (part 2 of 2) Content from RPGBOT.net Otherworldly Patrons and You – DnD 5e Dark Gifts or Distinctive Quirks? – DnD 5e Villains – RPGBOT.Podcast S2E58 Other Stuff Book of Vile Darkness (3e) (affiliate link) Monstrous Races (affiliate link) Tasha's Cauldron of Everything (affiliate link) Way of the Wicked (affiliate link) Key Takeaways: Evil characters can enhance a TTRPG story if they're crafted with intention and communication. Session Zero is the place to set expectations and make sure everyone is on board. A "safe sociopath" in-game should never be a real-life problem player. Evil characters should elevate the story—not just hog the spotlight or sow chaos. It's okay to play dark themes—but not at the cost of trust at the table. Redemption arcs and “gray morality” often make more compelling characters than cartoon villains. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
The Reclaimers' journey across the globe in search of the Eden Mechanism comes to a close as they face Loki and the High Evolutionary as the Negative Zone begins to seep through the cracks of reality. Something waits on the other side - Annihilus and his Annihilation Wave! Could this be the end of reality as we know it?Our original band of WWII Superheroes come together once more to combat the forces of the Axis Powers in part two of our In the Shadow of Evil campaign entitled In the Mouth of Madness. Check out the new Horror Compendium for Everyday Heroes brought to you exclusively by Dreamslayer Studios! https://www.drivethrurpg.com/en/product/512154/requiem-a-horror-compendium-for-everyday-heroesFeaturing players from Startplaying.gamesLike what you see? Support us on Patreon at https://www.patreon.com/DreamslayerStudiosPick up your Dreamslayer Merch at https://www.teepublic.com/user/dreamslayer-studiosCheck out our website at https://dreamslayerstudios.renderforestsites.com/Join us on Facebook at https://www.facebook.com/dreamslayerstudios.entertainment/A Marvel Superheroes FASERIP RPG Actual PlayAdditional Music from this episode may provided by Monument Studios. Thanks to our monthly supporters Staci Teter Artalis Jonathan Morton Oraxsis Laura Shepherd Clint Byrd Michael Brightbill
From pizza to invisibility puzzles and rogue mechanics, Episode 3 of Other Worlds takes you on a whirlwind ride through culinary hot takes, heist mechanics, and the joys (and pains) of Pathfinder 2. In Episode 3 of Other Worlds, the RPGBOT.Podcast team serves up a delightfully chaotic mix of culinary hot takes and deep tabletop RPG insights. Randall makes a chicken Caesar abomination. Tyler admits that he enjoys pineapple on pizza. The pizza talk eventually turns toward more tabletop territory, but not before a quick anecdote about a friend with a professional pizza oven makes everyone jealous. Ash shares his experience playing a wizard and highlighting the fun and challenges of illusion magic. The group previews plans to explore illusion mechanics in more depth in future episodes. Discussion then turns to game mechanics, including the balance between free archetypes and dual class builds, the importance of managing action economy, and how subclass complexity impacts gameplay. The group emphasizes that building characters with narrative depth enhances both player experience and storytelling potential. The heart of the episode centers around the challenges and joys of running heists in tabletop RPGs. The hosts dissect session structure, the importance of player agency, and the need for improvisation when things go off the rails. They dive deep into puzzle design, stressing that puzzles should be solvable, intuitive, and satisfying—too much complexity can lead to player frustration or overthinking. Clear communication and thoughtful design go a long way, and incorporating player feedback, especially through tools like “Stars and Wishes,” can help refine future sessions. Combat encounters in Pathfinder 2 also get a thorough breakdown. The hosts explore the pitfalls of solo monster fights, creative ways to keep encounters engaging, and how action economy can make or break a battle. They also touch on podcasting-specific challenges—long, drawn-out combat sessions can be hard to follow in an audio format. Misunderstandings about rules, such as how the Rogue's Cunning Action or bonus actions work, are addressed, with a focus on how even small confusions can disrupt game flow. Wrapping up, the group looks ahead to the future of RPGBOT, reflecting on community engagement and the mysterious potential of DiceGoblin.net. They share personal stories and humorous moments from recent sessions, emphasizing that fun, friendship, and a bit of chaos are at the core of their shared love of tabletop games. Whether it's arguing over pizza or spell slots, Episode 3 delivers a mix of levity and insight that captures what makes the RPGBOT.Podcast such an entertaining listen. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
From pizza to invisibility puzzles and rogue mechanics, Episode 3 of Other Worlds takes you on a whirlwind ride through culinary hot takes, heist mechanics, and the joys (and pains) of Pathfinder 2. In Episode 3 of Other Worlds, the RPGBOT.Podcast team serves up a delightfully chaotic mix of culinary hot takes and deep tabletop RPG insights. Randall makes a chicken Caesar abomination. Tyler admits that he enjoys pineapple on pizza. The pizza talk eventually turns toward more tabletop territory, but not before a quick anecdote about a friend with a professional pizza oven makes everyone jealous. Ash shares his experience playing a wizard and highlighting the fun and challenges of illusion magic. The group previews plans to explore illusion mechanics in more depth in future episodes. Discussion then turns to game mechanics, including the balance between free archetypes and dual class builds, the importance of managing action economy, and how subclass complexity impacts gameplay. The group emphasizes that building characters with narrative depth enhances both player experience and storytelling potential. The heart of the episode centers around the challenges and joys of running heists in tabletop RPGs. The hosts dissect session structure, the importance of player agency, and the need for improvisation when things go off the rails. They dive deep into puzzle design, stressing that puzzles should be solvable, intuitive, and satisfying—too much complexity can lead to player frustration or overthinking. Clear communication and thoughtful design go a long way, and incorporating player feedback, especially through tools like “Stars and Wishes,” can help refine future sessions. Combat encounters in Pathfinder 2 also get a thorough breakdown. The hosts explore the pitfalls of solo monster fights, creative ways to keep encounters engaging, and how action economy can make or break a battle. They also touch on podcasting-specific challenges—long, drawn-out combat sessions can be hard to follow in an audio format. Misunderstandings about rules, such as how the Rogue's Cunning Action or bonus actions work, are addressed, with a focus on how even small confusions can disrupt game flow. Wrapping up, the group looks ahead to the future of RPGBOT, reflecting on community engagement and the mysterious potential of DiceGoblin.net. They share personal stories and humorous moments from recent sessions, emphasizing that fun, friendship, and a bit of chaos are at the core of their shared love of tabletop games. Whether it's arguing over pizza or spell slots, Episode 3 delivers a mix of levity and insight that captures what makes the RPGBOT.Podcast such an entertaining listen. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
This episode of the RPGBOT.Podcast is brought to you by Dungeon Flow. DungeonFlow.app – Because your dungeon deserves more than graph paper and panic. In Episode 3 of Other Worlds, the RPGBOT crew mixes magical mayhem with mundane mischief. What begins with a hilarious debate on olives and grooming spirals into a multi-layered roleplaying session filled with stealthy maneuvers, magical puzzles, and mirrored mysteries. The players explore the social dynamics of fantasy bartending, wrestle with illusions and invisibility, and uncover a portal to a parallel world that forces them to confront questions of identity and purpose. With spell-slinging, bug-smashing, and some surprisingly emotional moments, this session is a potent cocktail of humor, strategy, and heart. Act I – Table Talk and Tangents The gang opens with hot takes on olives, hair routines, and stream setups. Voice acting tips and character introductions set the stage for the session. A recap of recent events lays the groundwork for what's to come. Act II – Tavern Shenanigans The party takes on bartending duties in a fantasy setting. Hilarity ensues as they roleplay customer service and drink crafting. Pop culture references abound, and creative drink names fly freely. Act III – Into the Shadows Mechanics of invisibility and stealth are explored in detail. Characters face off against unexpected creepy-crawlies. Players rely on teamwork and clever spell use to stay ahead. Act IV – Puzzles and Portals The party investigates a strange magical lab and an ominous mirror. The reflection reveals a world where wilted flowers bloom—a symbol of deeper truths. Themes of rebirth, identity, and past lives emerge through character revelations. Act V – Combat and Consequence A climactic battle tests their knowledge of illusions, scaling, and bleed effects. One character finds themselves in dire straits, prompting an introspective moment. Post-combat reflection ties the adventure to personal growth and group strategy. Act VI – Looking Ahead The session ends with growing tension around a mysterious shard. Teasers hint at major developments in the next installment. Key Takeaways: Roleplaying & Narrative Themes Character development is central to immersion. Humor and personal storytelling enhance group dynamics. Rebirth, identity, and past lives enrich the campaign's emotional core. Game Mechanics & Strategy Invisibility, illusions, and persistent effects like bleed can dramatically shift combat. Understanding spellcasting and tactical positioning is essential in Pathfinder 2e. Puzzle-solving encourages creativity and teamwork. Meta & Production Insights Streaming setups and voice acting add value to the actual play experience. Pop culture references and inside jokes help build community among players and listeners. Notable Moments The mirror scene introduces a powerful narrative twist with metaphysical implications. Bug encounters add an unexpected physical challenge and comic relief. A familiar face across realities sparks emotional tension and philosophical debate. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
This episode of the RPGBOT.Podcast is brought to you by Dungeon Flow. DungeonFlow.app – Because your dungeon deserves more than graph paper and panic. In Episode 3 of Other Worlds, the RPGBOT crew mixes magical mayhem with mundane mischief. What begins with a hilarious debate on olives and grooming spirals into a multi-layered roleplaying session filled with stealthy maneuvers, magical puzzles, and mirrored mysteries. The players explore the social dynamics of fantasy bartending, wrestle with illusions and invisibility, and uncover a portal to a parallel world that forces them to confront questions of identity and purpose. With spell-slinging, bug-smashing, and some surprisingly emotional moments, this session is a potent cocktail of humor, strategy, and heart. Act I – Table Talk and Tangents The gang opens with hot takes on olives, hair routines, and stream setups. Voice acting tips and character introductions set the stage for the session. A recap of recent events lays the groundwork for what's to come. Act II – Tavern Shenanigans The party takes on bartending duties in a fantasy setting. Hilarity ensues as they roleplay customer service and drink crafting. Pop culture references abound, and creative drink names fly freely. Act III – Into the Shadows Mechanics of invisibility and stealth are explored in detail. Characters face off against unexpected creepy-crawlies. Players rely on teamwork and clever spell use to stay ahead. Act IV – Puzzles and Portals The party investigates a strange magical lab and an ominous mirror. The reflection reveals a world where wilted flowers bloom—a symbol of deeper truths. Themes of rebirth, identity, and past lives emerge through character revelations. Act V – Combat and Consequence A climactic battle tests their knowledge of illusions, scaling, and bleed effects. One character finds themselves in dire straits, prompting an introspective moment. Post-combat reflection ties the adventure to personal growth and group strategy. Act VI – Looking Ahead The session ends with growing tension around a mysterious shard. Teasers hint at major developments in the next installment. Key Takeaways: Roleplaying & Narrative Themes Character development is central to immersion. Humor and personal storytelling enhance group dynamics. Rebirth, identity, and past lives enrich the campaign's emotional core. Game Mechanics & Strategy Invisibility, illusions, and persistent effects like bleed can dramatically shift combat. Understanding spellcasting and tactical positioning is essential in Pathfinder 2e. Puzzle-solving encourages creativity and teamwork. Meta & Production Insights Streaming setups and voice acting add value to the actual play experience. Pop culture references and inside jokes help build community among players and listeners. Notable Moments The mirror scene introduces a powerful narrative twist with metaphysical implications. Bug encounters add an unexpected physical challenge and comic relief. A familiar face across realities sparks emotional tension and philosophical debate. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In this episode of the RPGBOT.Podcast, the hosts dive deep into the often-overlooked tool of language in tabletop RPGs—how it shapes worlds, defines characters, and enhances immersion. Whether it's a dwarven curse word, a whispered draconic threat, or a gnomish pun that lands like a rock in a puddle, the power of language can turn a good campaign into an unforgettable one. The discussion explores the practical, narrative, and mechanical implications of language in TTRPGs like Dungeons & Dragons and Pathfinder. The hosts share ideas for incorporating multilingualism into your campaign setting, including how dialects, slang, coded speech, and nonverbal communication (like thieves' cant or secret signs) add flavor to your storytelling. They also delve into how languages can be used to gate knowledge, shape factions, spark conflict, and even fuel plotlines. In classic RPGBOT fashion, the conversation balances practical advice with ridiculous tangents, including misused languages at the table, accidentally offensive fantasy names, and the ever-important question: “What does Infernal really sound like when you're mad?” Create Dungeons in minutes not hours with DungeonFlow.app Check out our Best of Season 1 and Best of Season 2 playlists! dScryb – Comprehend Languages (affiliate link) RPGBOT.Podcast Episodes The Maniculum Podcast – RPGBOT.News S2E48 Other Stuff Maniculum Podcast Tuckernut Island Key Takeaways Languages Are Storytelling Tools Languages in TTRPGs are more than just flavor—they're worldbuilding elements that reflect history, culture, and power dynamics. Assigning specific languages to regions, races, or classes can deepen immersion and realism. Secret languages (like Thieves' Cant or Druidic) add intrigue and exclusivity, encouraging players to explore character backgrounds and factions. Mechanical Impacts of Language Choices Language proficiency can serve as a subtle mechanical gate to information, alliances, and plot hooks. Players fluent in a rare or ancient language may uncover hidden clues, decipher magical runes, or negotiate with forgotten factions. Spells like Comprehend Languages and Tongues are powerful narrative tools, not just utilities. In-Character Dialogue Builds World Flavor Accents, idioms, and invented slang enrich roleplay and bring authenticity to NPCs and PCs alike. Mixing real-world language quirks with fantasy cultures helps ground the audience while maintaining immersion. Overuse of “fantasy gibberish” can alienate players—balance creativity with clarity. GM Tips for Using Language Effectively Use language barriers sparingly to create tension or mystery without shutting down play. Allow PCs to learn languages over time, or treat linguistic study as a subplot or downtime activity. Develop regional dialects or jargon to distinguish cultures and classes of characters. Avoiding Pitfalls and Problematic Tropes Be mindful of real-world language and cultural analogues to avoid unintentional stereotyping. Don't overdo accents—what's fun for five minutes can be painful over five sessions. Avoid making entire plotlines hinge on a language barrier unless all players are equipped to engage with it. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In this episode of the RPGBOT.Podcast, the hosts dive deep into the often-overlooked tool of language in tabletop RPGs—how it shapes worlds, defines characters, and enhances immersion. Whether it's a dwarven curse word, a whispered draconic threat, or a gnomish pun that lands like a rock in a puddle, the power of language can turn a good campaign into an unforgettable one. The discussion explores the practical, narrative, and mechanical implications of language in TTRPGs like Dungeons & Dragons and Pathfinder. The hosts share ideas for incorporating multilingualism into your campaign setting, including how dialects, slang, coded speech, and nonverbal communication (like thieves' cant or secret signs) add flavor to your storytelling. They also delve into how languages can be used to gate knowledge, shape factions, spark conflict, and even fuel plotlines. In classic RPGBOT fashion, the conversation balances practical advice with ridiculous tangents, including misused languages at the table, accidentally offensive fantasy names, and the ever-important question: “What does Infernal really sound like when you're mad?” Create Dungeons in minutes not hours with DungeonFlow.app Check out our Best of Season 1 and Best of Season 2 playlists! dScryb – Comprehend Languages (affiliate link) RPGBOT.Podcast Episodes The Maniculum Podcast – RPGBOT.News S2E48 Other Stuff Maniculum Podcast Tuckernut Island Key Takeaways Languages Are Storytelling Tools Languages in TTRPGs are more than just flavor—they're worldbuilding elements that reflect history, culture, and power dynamics. Assigning specific languages to regions, races, or classes can deepen immersion and realism. Secret languages (like Thieves' Cant or Druidic) add intrigue and exclusivity, encouraging players to explore character backgrounds and factions. Mechanical Impacts of Language Choices Language proficiency can serve as a subtle mechanical gate to information, alliances, and plot hooks. Players fluent in a rare or ancient language may uncover hidden clues, decipher magical runes, or negotiate with forgotten factions. Spells like Comprehend Languages and Tongues are powerful narrative tools, not just utilities. In-Character Dialogue Builds World Flavor Accents, idioms, and invented slang enrich roleplay and bring authenticity to NPCs and PCs alike. Mixing real-world language quirks with fantasy cultures helps ground the audience while maintaining immersion. Overuse of “fantasy gibberish” can alienate players—balance creativity with clarity. GM Tips for Using Language Effectively Use language barriers sparingly to create tension or mystery without shutting down play. Allow PCs to learn languages over time, or treat linguistic study as a subplot or downtime activity. Develop regional dialects or jargon to distinguish cultures and classes of characters. Avoiding Pitfalls and Problematic Tropes Be mindful of real-world language and cultural analogues to avoid unintentional stereotyping. Don't overdo accents—what's fun for five minutes can be painful over five sessions. Avoid making entire plotlines hinge on a language barrier unless all players are equipped to engage with it. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Ever wonder what happens when you mix dark gods, self-driving cars, and a dysfunctional team of grimdark misfits with questionable decision-making skills? Welcome to the Warhammer 40K actual play recap you didn't know you needed. Episode Summary In this delightfully chaotic recap, the RPGBOT crew careens through a whirlwind of topics, from the pending excitement of new Pathfinder 2 classes to the mechanized nightmare of self-driving job loss. But the star of the show? A deep dive into the ridiculous, horrifying, and sometimes oddly comedic world of Warhammer 40k: Imperium Maledictum. The gang reflects on their actual play experience, sharing insights on the warp-charged mechanics of psychic powers, the elegance (yes, really) of the d100 system, and the sweet spot between cosmic horror and laugh-out-loud party banter. Standout moments from characters like Scythia highlight how understanding mechanics and leaning into the absurd can lead to both strategic victories and glorious trainwrecks. Also: why your next campaign might just need a healthy dose of paranoia, failed rolls, and heretical banter. Imperium Maledictum Core Rulebook (affiliate link) RPGBOT Review Imperium Maledictum GM Screen (affiliate link) Imperium Maledictum Starter Set (affiliate link) RPGBOT.Podcast Episodes How to Play Imperium Maledictum Part 1 How to Play Imperium Maledictum Part 2 How to Play Imperium Maledictum Part 3 Key Takeaways Tabletop Revelations Pathfinder 2e is teasing new classes, which is great news for people who believe “too many options” is just a myth. Self-driving tech is getting smarter. Human drivers? Not so much. NPCs aren't just background noise—they're cannon fodder, moral compasses, and comedic relief. Warhammer Woes and Wins Warhammer 40K is not just grimdark—it's grim-snark. Psychic powers in Imperium Maledictum are just as likely to solve your problems as create new ones with warp-fueled explosions. The warp charge system is like gambling, but with more nosebleeds and moral consequences. D100 mechanics: Because nothing says “drama” like rolling a 97 when you needed a 10. Character creation in Warhammer is like writing your own Greek tragedy... but with more skulls. Gameplay Gold Humor thrives in darkness—especially when your team's best plan is “hope we survive.” Character traits are more than flavor text—they're fuel for absolute chaos. Encounter balance isn't just math; it's an artform, especially when your enemies can casually explode your squad. Actual play storytelling can (and should) embrace both horror and hilarity. Meta Moments Scythia proves that understanding your character can turn a minor scene into campaign legend. Chaotic mission execution? Still better than not having a plan at all. New players are often baffled by the absurdity of 40K—and then completely hooked by it. The crew's blend of mechanics mastery and storytelling madness creates a rich, laugh-filled narrative. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Ever wonder what happens when you mix dark gods, self-driving cars, and a dysfunctional team of grimdark misfits with questionable decision-making skills? Welcome to the Warhammer 40K actual play recap you didn't know you needed. Episode Summary In this delightfully chaotic recap, the RPGBOT crew careens through a whirlwind of topics, from the pending excitement of new Pathfinder 2 classes to the mechanized nightmare of self-driving job loss. But the star of the show? A deep dive into the ridiculous, horrifying, and sometimes oddly comedic world of Warhammer 40k: Imperium Maledictum. The gang reflects on their actual play experience, sharing insights on the warp-charged mechanics of psychic powers, the elegance (yes, really) of the d100 system, and the sweet spot between cosmic horror and laugh-out-loud party banter. Standout moments from characters like Scythia highlight how understanding mechanics and leaning into the absurd can lead to both strategic victories and glorious trainwrecks. Also: why your next campaign might just need a healthy dose of paranoia, failed rolls, and heretical banter. Imperium Maledictum Core Rulebook (affiliate link) RPGBOT Review Imperium Maledictum GM Screen (affiliate link) Imperium Maledictum Starter Set (affiliate link) RPGBOT.Podcast Episodes How to Play Imperium Maledictum Part 1 How to Play Imperium Maledictum Part 2 How to Play Imperium Maledictum Part 3 Key Takeaways Tabletop Revelations Pathfinder 2e is teasing new classes, which is great news for people who believe “too many options” is just a myth. Self-driving tech is getting smarter. Human drivers? Not so much. NPCs aren't just background noise—they're cannon fodder, moral compasses, and comedic relief. Warhammer Woes and Wins Warhammer 40K is not just grimdark—it's grim-snark. Psychic powers in Imperium Maledictum are just as likely to solve your problems as create new ones with warp-fueled explosions. The warp charge system is like gambling, but with more nosebleeds and moral consequences. D100 mechanics: Because nothing says “drama” like rolling a 97 when you needed a 10. Character creation in Warhammer is like writing your own Greek tragedy... but with more skulls. Gameplay Gold Humor thrives in darkness—especially when your team's best plan is “hope we survive.” Character traits are more than flavor text—they're fuel for absolute chaos. Encounter balance isn't just math; it's an artform, especially when your enemies can casually explode your squad. Actual play storytelling can (and should) embrace both horror and hilarity. Meta Moments Scythia proves that understanding your character can turn a minor scene into campaign legend. Chaotic mission execution? Still better than not having a plan at all. New players are often baffled by the absurdity of 40K—and then completely hooked by it. The crew's blend of mechanics mastery and storytelling madness creates a rich, laugh-filled narrative. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Ever wanted to see psychic bar fights, grenade-happy cultists, and heresy investigations go completely off the rails? Welcome to Hive Scarthias—hope you brought a bucket. In this explosive actual play episode of the RPGBOT.Podcast, our investigators dive headfirst into the grimdark world of Imperium Maledictum. Set in the smog-choked depths of Hive Scarthias, the team trades in their day jobs for a deadly mission to root out heresy—covertly, of course. With a tense bar encounter, a grenade-flavored cult reveal, psychic power mishaps, and a suspiciously significant bucket, this session blends tactical chaos with character-driven storytelling. From whispering in shadows to setting things on fire (intentionally or not), our party brings you drama, strategy, and a whole lot of dark humor. Whether you're here for the roleplay, the psychic duels, or the sheer narrative mayhem, this episode has something for every 40K fan and RPG lover alike. Links Imperium Maledictum Core Rulebook (affiliate link) RPGBOT Review Imperium Maledictum GM Screen (affiliate link) Imperium Maledictum Starter Set (affiliate link) RPGBOT.Podcast Episodes How to Play Imperium Maledictum Part 1 How to Play Imperium Maledictum Part 2 Setting & Atmosphere: Life in Hive Scarthias is tense, overcrowded, and dangerous. The Imperium's lost technology and cultural oddities shape every interaction. Even mundane objects carry weight—sometimes literally, sometimes heretically. Narrative & Roleplay: Characters begin with working-class lives but are pulled into a web of secrets. Motivations, personalities, and NPCs drive social tension and humor. Subtlety is key—until it isn't. Psychic Powers & Mechanics: Smite, Dread Presence, memory manipulation—psychic mastery turns the tide. Psychic mishaps create chaos and comedy. Powers affect both enemies and allies, often hilariously. Combat & Tactics: Combat is fast, deadly, and rules-heavy—in the best way. Initiative, movement zones, frenzy, and grenades collide in tactical madness. One grenade, one bucket, one heretic too many. Storytelling & Drama: Balancing horror and humor, the session captures the essence of Imperium Maledictum. Emotional tension runs high as secrets, hatred, and chaos come to a head. Your choices matter—and sometimes explode. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Ever wanted to see psychic bar fights, grenade-happy cultists, and heresy investigations go completely off the rails? Welcome to Hive Scarthias—hope you brought a bucket. In this explosive actual play episode of the RPGBOT.Podcast, our investigators dive headfirst into the grimdark world of Imperium Maledictum. Set in the smog-choked depths of Hive Scarthias, the team trades in their day jobs for a deadly mission to root out heresy—covertly, of course. With a tense bar encounter, a grenade-flavored cult reveal, psychic power mishaps, and a suspiciously significant bucket, this session blends tactical chaos with character-driven storytelling. From whispering in shadows to setting things on fire (intentionally or not), our party brings you drama, strategy, and a whole lot of dark humor. Whether you're here for the roleplay, the psychic duels, or the sheer narrative mayhem, this episode has something for every 40K fan and RPG lover alike. Links Imperium Maledictum Core Rulebook (affiliate link) RPGBOT Review Imperium Maledictum GM Screen (affiliate link) Imperium Maledictum Starter Set (affiliate link) RPGBOT.Podcast Episodes How to Play Imperium Maledictum Part 1 How to Play Imperium Maledictum Part 2 Setting & Atmosphere: Life in Hive Scarthias is tense, overcrowded, and dangerous. The Imperium's lost technology and cultural oddities shape every interaction. Even mundane objects carry weight—sometimes literally, sometimes heretically. Narrative & Roleplay: Characters begin with working-class lives but are pulled into a web of secrets. Motivations, personalities, and NPCs drive social tension and humor. Subtlety is key—until it isn't. Psychic Powers & Mechanics: Smite, Dread Presence, memory manipulation—psychic mastery turns the tide. Psychic mishaps create chaos and comedy. Powers affect both enemies and allies, often hilariously. Combat & Tactics: Combat is fast, deadly, and rules-heavy—in the best way. Initiative, movement zones, frenzy, and grenades collide in tactical madness. One grenade, one bucket, one heretic too many. Storytelling & Drama: Balancing horror and humor, the session captures the essence of Imperium Maledictum. Emotional tension runs high as secrets, hatred, and chaos come to a head. Your choices matter—and sometimes explode. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Before narrative arcs, there was Acererak." Dive into Tomb of Horrors Part II and uncover how D&D's most infamous deathtrap shaped the game we love (and sometimes fear). In Part II of the RPGBOT.Podcast's deep dive into Tomb of Horrors, the hosts examine the legendary module not just as a harrowing dungeon crawl, but as a historical artifact that reflects the design philosophies, challenges, and mindset of early Dungeons & Dragons. The discussion unpacks how Tomb of Horrors shaped player expectations, influenced dungeon design, and helped define the adversarial relationship between dungeon masters and players in early editions. The episode also explores how Gary Gygax's approach to game balance, storytelling, and player mortality in Tomb of Horrors laid the groundwork for decades of D&D design choices—both embraced and rejected by later generations. RPGBOT.Podcast Episodes RPGBOT.podcast Episode 1 – DnD 5e's Investigation Skill RPGBOT.Podcast S2E11 – Puzzles Mörk Borg Cult: Heretic – RPGBOT.News S2E32 Part I Tomb of Horrors as a Window in DnD History – RPGBOT.Podcast S3E24 Other Stuff Dungeons of Dread (1e) (affiliate link) Return to the Tomb of Horrors (2e) (affiliate link) Tales from the Yawning Portal (5e) (affiliate link) Tomb of Horrors (3.5) (affiliate link) Tomb of Horrors (4e) (affiliate link) Topics Covered The origins of Tomb of Horrors and its role at early Gen Con tournaments Gary Gygax's design intent: weeding out overconfident high-level players How the module embodied the "DM vs. players" ethos of early D&D The difference between puzzle dungeons and modern story-driven design The use of traps as the main antagonist: Acererak's lair as a death machine Early D&D's emphasis on player skill over character skill The legacy of lethal design and its influence on modules and game systems How later editions of D&D tried to update or reinterpret Tomb of Horrors The cultural importance of Tomb of Horrors as a shared experience What this module tells us about the evolution of D&D's mechanics and tone Key Takeaways Gygax's Intentions Were Clear: Tomb of Horrors wasn't meant to be fair—it was a test. Gygax wanted to challenge players who thought their high-level characters made them invincible. The Real Villain is the Dungeon: Unlike other adventures with monsters and villains, Tomb of Horrors uses the environment itself—full of traps and tricks—as the main antagonist. Acererak is more of a concept than a boss fight. Old-School D&D Prioritized Player Ingenuity: Surviving the module required lateral thinking, note-taking, and paranoia. Modern players used to forgiving mechanics or narrative safety nets can find the module jarringly punishing. The Adversarial DM Was Once the Norm: Tomb of Horrors epitomizes an era where the Dungeon Master was a challenge to be overcome, not a collaborative storyteller. Player Death Was Expected—Even Celebrated: Mortality wasn't a failure, it was part of the game's drama. Character death drove table stories and became a badge of honor for those who survived. Modern Reimaginings Have Softened the Edges: Later versions (3e, 4e, 5e) of the module add story hooks and balanced mechanics but often struggle to retain the tension of the original. There's a tradeoff between accessibility and authenticity. It's a Snapshot of D&D's Origins: Tomb of Horrors is more than a dungeon—it's a reflection of how the earliest games were played, judged, and shared. Studying it offers insight into the roots of the entire hobby. Not for the Faint of Heart—Then or Now: The module remains infamous for a reason. While it can be fun, running or playing it still requires buy-in from everyone at the table that pain and death are part of the experience. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Before narrative arcs, there was Acererak." Dive into Tomb of Horrors Part II and uncover how D&D's most infamous deathtrap shaped the game we love (and sometimes fear). In Part II of the RPGBOT.Podcast's deep dive into Tomb of Horrors, the hosts examine the legendary module not just as a harrowing dungeon crawl, but as a historical artifact that reflects the design philosophies, challenges, and mindset of early Dungeons & Dragons. The discussion unpacks how Tomb of Horrors shaped player expectations, influenced dungeon design, and helped define the adversarial relationship between dungeon masters and players in early editions. The episode also explores how Gary Gygax's approach to game balance, storytelling, and player mortality in Tomb of Horrors laid the groundwork for decades of D&D design choices—both embraced and rejected by later generations. RPGBOT.Podcast Episodes RPGBOT.podcast Episode 1 – DnD 5e's Investigation Skill RPGBOT.Podcast S2E11 – Puzzles Mörk Borg Cult: Heretic – RPGBOT.News S2E32 Part I Tomb of Horrors as a Window in DnD History – RPGBOT.Podcast S3E24 Other Stuff Dungeons of Dread (1e) (affiliate link) Return to the Tomb of Horrors (2e) (affiliate link) Tales from the Yawning Portal (5e) (affiliate link) Tomb of Horrors (3.5) (affiliate link) Tomb of Horrors (4e) (affiliate link) Topics Covered The origins of Tomb of Horrors and its role at early Gen Con tournaments Gary Gygax's design intent: weeding out overconfident high-level players How the module embodied the "DM vs. players" ethos of early D&D The difference between puzzle dungeons and modern story-driven design The use of traps as the main antagonist: Acererak's lair as a death machine Early D&D's emphasis on player skill over character skill The legacy of lethal design and its influence on modules and game systems How later editions of D&D tried to update or reinterpret Tomb of Horrors The cultural importance of Tomb of Horrors as a shared experience What this module tells us about the evolution of D&D's mechanics and tone Key Takeaways Gygax's Intentions Were Clear: Tomb of Horrors wasn't meant to be fair—it was a test. Gygax wanted to challenge players who thought their high-level characters made them invincible. The Real Villain is the Dungeon: Unlike other adventures with monsters and villains, Tomb of Horrors uses the environment itself—full of traps and tricks—as the main antagonist. Acererak is more of a concept than a boss fight. Old-School D&D Prioritized Player Ingenuity: Surviving the module required lateral thinking, note-taking, and paranoia. Modern players used to forgiving mechanics or narrative safety nets can find the module jarringly punishing. The Adversarial DM Was Once the Norm: Tomb of Horrors epitomizes an era where the Dungeon Master was a challenge to be overcome, not a collaborative storyteller. Player Death Was Expected—Even Celebrated: Mortality wasn't a failure, it was part of the game's drama. Character death drove table stories and became a badge of honor for those who survived. Modern Reimaginings Have Softened the Edges: Later versions (3e, 4e, 5e) of the module add story hooks and balanced mechanics but often struggle to retain the tension of the original. There's a tradeoff between accessibility and authenticity. It's a Snapshot of D&D's Origins: Tomb of Horrors is more than a dungeon—it's a reflection of how the earliest games were played, judged, and shared. Studying it offers insight into the roots of the entire hobby. Not for the Faint of Heart—Then or Now: The module remains infamous for a reason. While it can be fun, running or playing it still requires buy-in from everyone at the table that pain and death are part of the experience. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
When your world's on fire, the schedule's in chaos, and the goblins are unionizing—welcome to West Marches. In this episode, Ash Ely and Tyler “RPGBOT” Kamstra venture deep into the untamed wilds of West Marches–style tabletop roleplaying games. With no regular party, no fixed storyline, and no safety net, they explore how this classic format redefines player agency and opens the door to truly dynamic storytelling. The hosts explain how to build a vibrant, reactive world filled with tension, consequence, and creative freedom. They also share tips for managing the behind-the-scenes chaos: prepping seasonal events, tracking a living timeline, and handling player-driven schedules without losing your mind. Along the way, they touch on the mechanical differences between Pathfinder 2 and D&D 5e in supporting exploration-based gameplay and share some clever ideas for managing treasure, experience gaps, and inevitable player death. The conversation expands to include updates on upcoming Pathfinder 2 spell list guides, their thoughts on reading vs. audiobooks, and why supporting local game stores is vital to the RPG community. As always, personal stories and sharp banter round out the episode, keeping things informative and entertaining. Links Hexploration on Archives of Nethys Mork Borg (affiliate link) Outdoor Survival PF2 GM Core (affiliate link) Shadowdark RPGBOT.Podcast Episodes Random Encounters If you want to get into a West Marches Campaign and join his personal Discord Server, contact Ash Ely at BlueSky: @GravenAshes Key Takeaways West Marches Gameplay Design West Marches games emphasize flexible scheduling and nonlinear, player-driven adventures. The world is sandbox-style—no set party or plot—and players choose when and where to explore. Hex crawling and random encounters enhance exploration and inject unpredictability. A successful West Marches world is reactive, with consequences shaped by player choices. GM prep includes world timelines, seasons, and milestone-based time management. NPCs may be unreliable, adding narrative tension and misdirection. The format suits drop-in/drop-out play, allowing varied player participation. Players must prepare before sessions, as they drive the story. Storytelling and Worldbuilding The world should feel lived-in, with visible effects from past player actions. Incorporating pacing shifts and seasonal changes creates depth and realism. Building a sense of urgency can help motivate player decisions. Character death and level gaps must be handled carefully to maintain balance and satisfaction. Creative treasure systems can engage players more than traditional loot drops. System Considerations Pathfinder 2 excels at structured exploration, making it a strong choice for West Marches. D&D 5e is viable but may require tweaks for sandbox structure and time management. Community and Culture The hosts provide updates on upcoming Pathfinder 2 spell list guides. Audiobooks offer a practical way to enjoy fiction while multitasking. They tease an upcoming audiobook version of Randall's novella. Supporting local game stores is emphasized as critical to the health of the hobby. Listener engagement through reviews and shares helps sustain and grow the show. Ash and Tyler discuss personal struggles with reading and time, connecting with listeners on a relatable level. As always, the show mixes insightful advice with humor and camaraderie, the secret ingredients that keep listeners coming back. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
When your world's on fire, the schedule's in chaos, and the goblins are unionizing—welcome to West Marches. In this episode, the hosts venture deep into the untamed wilds of West Marches–style tabletop roleplaying games. With no regular party, no fixed storyline, and no safety net, they explore how this classic format redefines player agency and opens the door to truly dynamic storytelling. The hosts explain how to build a vibrant, reactive world filled with tension, consequence, and creative freedom. They also share tips for managing the behind-the-scenes chaos: prepping seasonal events, tracking a living timeline, and handling player-driven schedules without losing your mind. Along the way, they touch on the mechanical differences between Pathfinder 2 and D&D 5e in supporting exploration-based gameplay and share some clever ideas for managing treasure, experience gaps, and inevitable player death. Links Hexploration on Archives of Nethys Mork Borg (affiliate link) Outdoor Survival PF2 GM Core (affiliate link) Shadowdark RPGBOT.Podcast Episodes Random Encounters If you want to get into a West Marches Campaign and join his personal Discord Server, contact Ash Ely at BlueSky: @GravenAshes Key Takeaways West Marches Gameplay Design West Marches games emphasize flexible scheduling and nonlinear, player-driven adventures. The world is sandbox-style—no set party or plot—and players choose when and where to explore. Hex crawling and random encounters enhance exploration and inject unpredictability. A successful West Marches world is reactive, with consequences shaped by player choices. GM prep includes world timelines, seasons, and milestone-based time management. NPCs may be unreliable, adding narrative tension and misdirection. The format suits drop-in/drop-out play, allowing varied player participation. Players must prepare before sessions, as they drive the story. Storytelling and Worldbuilding The world should feel lived-in, with visible effects from past player actions. Incorporating pacing shifts and seasonal changes creates depth and realism. Building a sense of urgency can help motivate player decisions. Character death and level gaps must be handled carefully to maintain balance and satisfaction. Creative treasure systems can engage players more than traditional loot drops. System Considerations Pathfinder 2 excels at structured exploration, making it a strong choice for West Marches. D&D 5e is viable but may require tweaks for sandbox structure and time management. Community and Culture The hosts provide updates on upcoming Pathfinder 2 spell list guides. Audiobooks offer a practical way to enjoy fiction while multitasking. They tease an upcoming audiobook version of Randall's novella. Supporting local game stores is emphasized as critical to the health of the hobby. Listener engagement through reviews and shares helps sustain and grow the show. Ash and Tyler discuss personal struggles with reading and time, connecting with listeners on a relatable level. As always, the show mixes insightful advice with humor and camaraderie, the secret ingredients that keep listeners coming back. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
This episode is sponsored by DungeonFlow.app. When the gods demand adventure, Dungeon Flow answers—summon your map now at DungeonFlow.app. In this wide-ranging and emotionally resonant episode, the RPGBOT.Podcast takes a sharp turn into the shifting foundations of the tabletop RPG industry, particularly the significant changes at Wizards of the Coast. With the recent retirements of longtime Dungeons & Dragons luminaries Chris Perkins and Jeremy Crawford, the hosts take a thoughtful look at the history of these figures, their legacy, and what their departure means for the game's future. The episode explores the consequences of Hasbro's increasing influence on creative decisions, the fallout from the OGL crisis, and the failure of initiatives like the Sigil VTT. Throughout, the hosts consider what lies ahead for D&D—whether the game will weather the storm of corporate missteps or if third-party publishers will seize the moment to redefine the RPG landscape. Amid uncertainty, one thing is clear: the future of the game will be shaped by both the community's response and the creative forces willing to strike out on their own. Key Takeaways The State of Dungeons & Dragons Chris Perkins and Jeremy Crawford, two of D&D's most influential figures, have stepped down. Perkins has worked on D&D since 1988, while Crawford helped shape 5e's identity. Their exit signals the end of a creative era and raises questions about who will lead next. Hasbro's increased focus on profitability has compromised creative freedom. The OGL crisis alienated fans and damaged trust in Wizards of the Coast. Sales of the 2024 Player's Handbook were record-breaking but still missed expectations. Shortages of physical books suggest logistical and planning issues. Industry and Community Impacts The Sigil VTT project, led by video game designers, failed to meet community needs. Layoffs and leadership changes have made the future of D&D increasingly uncertain. Many believe D&D is leaving its "golden age" and entering a phase of instability. Hasbro's corporate oversight has placed immense pressure on remaining design staff. Amanda (noted designer) is recognized as talented but remains controversial. The rise of third-party developers may usher in a more decentralized RPG scene. Players are growing more divided over recent content, pricing, and delivery models. The shift toward digital may alienate some fans and raise the cost of entry. Despite frustrations, many still wish D&D and its former designers well. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
This episode is sponsored by DungeonFlow.app. When the gods demand adventure, Dungeon Flow answers—summon your map now at DungeonFlow.app. In this wide-ranging and emotionally resonant episode, the RPGBOT.Podcast takes a sharp turn into the shifting foundations of the tabletop RPG industry, particularly the significant changes at Wizards of the Coast. With the recent retirements of longtime Dungeons & Dragons luminaries Chris Perkins and Jeremy Crawford, the hosts take a thoughtful look at the history of these figures, their legacy, and what their departure means for the game's future. The episode explores the consequences of Hasbro's increasing influence on creative decisions, the fallout from the OGL crisis, and the failure of initiatives like the Sigil VTT. Throughout, the hosts consider what lies ahead for D&D—whether the game will weather the storm of corporate missteps or if third-party publishers will seize the moment to redefine the RPG landscape. Amid uncertainty, one thing is clear: the future of the game will be shaped by both the community's response and the creative forces willing to strike out on their own. Key Takeaways The State of Dungeons & Dragons Chris Perkins and Jeremy Crawford, two of D&D's most influential figures, have stepped down. Perkins has worked on D&D since 1988, while Crawford helped shape 5e's identity. Their exit signals the end of a creative era and raises questions about who will lead next. Hasbro's increased focus on profitability has compromised creative freedom. The OGL crisis alienated fans and damaged trust in Wizards of the Coast. Sales of the 2024 Player's Handbook were record-breaking but still missed expectations. Shortages of physical books suggest logistical and planning issues. Industry and Community Impacts The Sigil VTT project, led by video game designers, failed to meet community needs. Layoffs and leadership changes have made the future of D&D increasingly uncertain. Many believe D&D is leaving its "golden age" and entering a phase of instability. Hasbro's corporate oversight has placed immense pressure on remaining design staff. Amanda (noted designer) is recognized as talented but remains controversial. The rise of third-party developers may usher in a more decentralized RPG scene. Players are growing more divided over recent content, pricing, and delivery models. The shift toward digital may alienate some fans and raise the cost of entry. Despite frustrations, many still wish D&D and its former designers well. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In this episode, the RPGBOT.Podcast crew bravely (and foolishly) opens the first rusted gate into Tomb of Horrors, one of the deadliest and most legendary modules in tabletop RPG history. Originally written by Gary Gygax to humble overconfident players and their min-maxed murderhobos, the Tomb has become a rite of passage for generations of adventurers who thought they were smart. They weren't. The hosts dive into the legacy, design philosophy, and gameplay experience of Tomb of Horrors, from its origins in early tournament play to the sadistic joy it brings DMs and the crushing despair it brings players. They analyze why this deathtrap dungeon still matters today, how to survive it (hint: you won't), and what modern lessons GMs can learn from its brutal design. Spoiler alert: There are puzzles. There are traps. There is no mercy. The Origins of the Tomb Written by Gary Gygax in 1975 for tournament play at Origins I. Designed specifically to kill off characters run by smug powergamers. Later published in 1978 as S1: Tomb of Horrors, and updated across editions including 3E, 4E, 5E (Tales from the Yawning Portal), and even in Ready Player One. The Philosophy of Pain Tomb of Horrors isn't about combat—it's about punishing overconfidence. Encourages player skill over character sheet. You can't punch your way through this dungeon. A brutal mix of riddles, false doors, lethal traps, and one very smug demilich. Theater of Brutality Gygax's use of boxed text and riddles set a template for narrative traps. The party isn't just punished physically, but psychologically. “Congratulations, you poked the wrong wall and died instantly.” Puzzle Madness The module requires deep logic puzzles and metagame thinking. Hosts discuss how this creates a blend of escape room and psychological horror more than traditional dungeon crawling. Modern Takeaways How GMs can use elements of the Tomb to design clever traps and tests without just steamrolling players. Emphasizing consequence and caution in modern storytelling. How to prep your players for a game that isn't fair—and was never meant to be. Warning for Players If you're playing in a Tomb of Horrors game and haven't read it: TURN BACK NOW. The spoilers are real, the traps are real, and the deaths are personal. Spoiler Warning: This episode contains full spoilers for Tomb of Horrors. Listener discretion is advised unless you're the kind of player who thinks 10-foot poles are optional. They're not. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati
In this riotously entertaining episode, the RPGBOT.Podcast crew embarks on a wild ride from the expressive chaos of Nicolas Cage's acting to the mythic battlegrounds of Ysgard, the Viking heaven of Norse mythology. Along the way, the hosts take pit stops in Glorium's rowdy streets, wander the dwarven stronghold of Nidavellir, and contemplate the celestial politics of Seluna and Shar. Whether you came for cinematic hot takes, planar travel lore, or tactical GM advice, this episode has something for everyone who enjoys myth-heavy mayhem and tactical improvisation. The crew dives into the layers of Ysgard's lore—from eternal battles and sentient giants to magical gate towns and celestial intrigue—blending serious worldbuilding with their signature humor. They also tackle the practical side of RPG combat, offering advice on reskinning monsters, navigating Challenge Ratings, and surviving those “oh no” moments behind the DM screen. So strap in for an episode that's part mythic deep-dive, part Cage-fueled comedy roast, and 100% tabletop chaos. Key Topics Covered: Character Creation & Acting Tangents The artistry of Nicolas Cage: method actor or chaos incarnate? Mark Wahlberg's variable performance range. Why bad movies sometimes make for great inspiration. RPG character creation as a narrative tool and personal expression. Deep Dive: Ysgard, the Plane of Eternal Battle Ysgard is Viking heaven: eternal war, mighty mead, and storytelling mayhem. The confusing yet compelling structure of Norse myth and its impact on D&D lore. Differences between Ysgard and Akaron: glory vs. order. Portals, planar access points, and the metaphysical bus schedules to Ysgard. The Rumelais: unique native creatures with mysterious motivations. Giants in Ysgard: smart, social, and surprisingly civilized. Gate Town Glorium: culture-rich, fire-giant-threatened, and narrative gold. Nidavellir: a dwarven and gnomish city-state with its own unique governance. Celestials and cosmology: the Lilin, transformed by Seluna, and the tension with Shar. Mythical Bits & Narrative Hooks Rattatosker the squirrel: more than a meme, he's a lore-bearing rodent of mischief. How players can plug their own stories into the mythic framework of Ysgard. Tirza of Glorium: adding drama, danger, or comic relief to planar campaigns. The Gates of the Moon: not just a poetic name, but a powerful location. GM Tools: Combat on the Fly Strategies for improvising combat encounters. Why reskinning monsters keeps players on their toes. Action economy: what it is and how it defines encounter flow. The truth about Challenge Ratings: more suggestion than science. Tools of the trade: stat blocks, encounter tables, and “The Monsters Know What They're Doing.” Practice makes prepared: why experience is the best GM teacher. Key Takeaways: Ysgard is ideal for chaotic good storytelling, player-driven plots, and epic themes. Norse myth is vague, fragmented, and rich with room for creative adaptation. Glorium offers fertile ground for exploration, politics, and conflict. DMs can elevate encounters by preparing loose frameworks and embracing improvisation. Even the most over-the-top topics (Nick Cage included) can lead to real storytelling gold. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati
This episode is sponsored by DungeonFlow. Build epic dungeons in minutes with Dungeon Flow—no signup, no stress. Start now at DungeonFlow.app! In a sweeping odyssey from futuristic drone deliveries to ancient alcoholic beverages to gummy bear supremacy, the hosts embark on a chaotically charming journey. Along the way, they sprinkle in heroic (and sometimes tragic) roleplaying stories, before dive-bombing into the real main course: Pathfinder 2's Player Core 2 classes. From the Alchemist's "rocket science with acid" vibes to the Monk's "please read an entire pamphlet before punching" complexity, the crew hilariously (and honestly) rates which classes are gifts to new players... and which ones are straight-up hazing rituals. Spoiler: not every hero's journey starts with a Sorcerer, but it probably should. As always, this episode blends equal parts insight, sarcasm, and food-related fistfights to deliver pure, chaotic nerd energy. Player Core 2 (affiliate link) Key Takeaways: The Warm-Up Act: Technology and Booze The future is now, and it's filled with drones dropping off your liquor faster than your wizard drops concentration. Cultural drinks come with rich histories... and even richer hangovers. Drinking at the game table: historically accurate, questionably advisable. Gummy bears vs. chocolate: the ultimate alignment chart debate. Historical booze trivia > your high school history class. The Main Event: Pathfinder 2 Player Core 2 Class Gauntlet Alchemist The Alchemist is like chemistry homework... if your homework occasionally exploded. Verdict: Absolutely NOT beginner-friendly unless you really miss high school science fairs. Barbarian Smash good. Rules a little complicated. Smash anyway. Verdict: Good for new players who want to punch first and ask questions during the next rest. Champion Best AC progression in the game and still somehow has time to lecture you about morality. Verdict: A solid, shiny choice for beginners who like shields and judging people. Investigator You're playing Sherlock Holmes, but whether you're "BBC Sherlock" or "Muppets Sherlock" depends on your DM. Verdict: Great if your campaign actually cares about mysteries; confusing if it's mostly dungeon crawls. Monk "Simple" is not a word monks recognize unless you tattoo it onto your fist stance. Verdict: Skip for first-timers unless you enjoy flowcharts and stretching. Oracle Gain cosmic power...and a cosmic rash called a Curse. Verdict: Risky but spicy. Probably better once you know what the heck you're doing. Sorcerer Spells for days, minimal homework. Except for that "spontaneous casting" trapdoor. Verdict: Excellent for beginners who want to sling magic without feeling like they're filing taxes. Swashbuckler Fun, flashy, mechanically messy unless you really understand panache (and who among us truly does?). Verdict: Cool if you want to be stylish. Tricky if you think style points are automatic. Bonus Wisdom Orange means “good luck, you're on your own” on the RPGBOT rating scale. The Swashbuckler remaster fixes some major faceplants, but you still have to do homework. Action economy is the silent killer of joy — and most Swashbuckler builds. Automation (for Investigators) is your friend. Be the nerd who builds a database. Closing Thoughts: Picking the right class makes your first Pathfinder 2 game a dream instead of a slow descent into existential dread. Engaging with content creators (via likes, reviews, and ritual blood oaths) keeps the community alive. Food metaphors are the only way to survive complex TTRPG mechanics. Know your mechanics — or at least pretend really convincingly at the table. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati
Oh no, that is too many choices! How will anyone ever possibly pick a class for their first Pathfinder character? The RPGBOT.podcast team takes a look at the classes in Pathfinder 2e's Player Core 1 and discusses which classes are and aren't good choices for new players. Will Fighter fit? Cleric is certainly correct. But is Bard better? Can we come up with other alliteration for the classes? Apparently not! Materials Referenced in This Episode PF2 Player Core (affiliate link) Materials Referenced in This Episode PF2 Player Core (affiliate link) If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
After Drinking from the Well of Mimir, The Reclaimers see visions of the past, present and future. Everything is revealed to them - from the trials of early man to the machinations of a wayward son. The trickster god, Loki has his sights set on the Asgardian throne, and he is willing to deal with the devil to achieve his goal. Join us for the penultimate episode of In the Mouth of Madness - our heroes leave this episode forever changed. Featuring a special tie-in to Marvel Galaxies!Our original band of WWII Superheroes come together once more to combat the forces of the Axis Powers in part two of our In the Shadow of Evil campaign entitled In the Mouth of Madness. Check out the new Horror Compendium for Everyday Heroes brought to you exclusively by Dreamslayer Studios! https://www.drivethrurpg.com/en/product/512154/requiem-a-horror-compendium-for-everyday-heroesFeaturing players from Startplaying.gamesLike what you see? Support us on Patreon at https://www.patreon.com/DreamslayerStudiosPick up your Dreamslayer Merch at https://www.teepublic.com/user/dreamslayer-studios or https://dreamslayerstudios.creator-spring.com/Check out our website at https://dreamslayerstudios.renderforestsites.com/Join us on Facebook at https://www.facebook.com/dreamslayerstudios.entertainment/A Marvel Superheroes FASERIP RPG Actual PlayAdditional Music from this episode may be provided by Monument Studios and Dark Fantasy Studio. Thanks to our monthly supporters Staci Teter Artalis Jonathan Morton Oraxsis Laura Shepherd Clint Byrd Michael Brightbill
We rip open Pathfinder 2E's NPC Core like a loot chest at midnight—all killer, no filler, just gun-wielding witches, charming villains, and side characters spicy enough to steal the spotlight (and maybe your party's gold). #Pathfinder2E, #NPCCoreRules, #PF2GMFuel NPC Core (affiliate link) Show Notes In this episode, the RPGBOT crew opens up Pathfinder 2E's NPC Core and immediately gets lost in the endless possibilities of building bartenders who could solo a dragon and criminals with the fashion sense of a runway model. They dig into the shockingly well-organized stat blocks, and the book's philosophy of making every town guard, blacksmith, or shady fence into a potential campaign highlight. The hosts explore how NPCs are no longer just glorified exposition dumpers or sacrificial goblin #3—they're diplomats, villains, witches with guns (yes, that's a thing), and essential storytelling tools that add flavor and chaos to any scene. Need someone to warn your party that they're about to die horribly? The NPC Core has a stat block for that. Want a non-combatant spy with more plot hooks than a pirate ship? It's in there too. They highlight how the book helps GMs create NPCs that aren't just throwaway extras but fully customizable agents of drama, comedy, or world-ending terror. From themed spell lists to the new relationship subsystem (think: dating sims, but with more stabbing), the crew dives into mechanics and storytelling tricks that make your NPCs actually matter. The episode crescendos in a live-build exercise where the hosts create an unforgettable NPC—part crime boss, part matchmaker, all chaos—and demonstrate how NPC Core can help any GM bring wild new energy to the table. Key Takeaways Monster Hunter Wilds: Yes, it influenced this book, and no, you don't need a 12-foot greatsword to enjoy it. Organized, Beautifully: Stat blocks so clean, you'll cry tears of efficiency. Non-Combatant, Not Non-Important: Some of the best NPCs don't fight—they ruin lives socially. Custom Archetypes Galore: Build a frogfolk librarian who also moonlights as a necromancer. No one can stop you. Gun Witch: Just... gun witch. You're welcome. Villains with Vibes: Give your BBEG a tragic backstory, a fashion-forward cloak, and a snarky catchphrase. Diplomacy is OP: Talking your way through an ambush is now a viable strategy—unless the dice hate you. Magical Shenanigans: Spells aren't just for combat—use them to cook, sneak, charm, or fake your own death for tax reasons. Advanced Relationship Mechanics: Because your players will romance the bartender, and now there's a chart for that. Sample Organizations: Pre-built groups so your GM notes don't look like the scribbles of a sleep-deprived conspiracy theorist. Themed Spell Lists: Pre-curated magic menus for fast flavor and fewer tears. NPC Advancement: Level up your innkeeper until they're ready for the final boss fight. The Connection Subsystem: Build emotional bonds, tragic betrayals, and passive-aggressive tea parties. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati
Join us as we dig up the real secrets of playing undead—because dying was just the beginning! In this episode, the RPGBOT team continues their exploration of undead creatures in tabletop role-playing games (TTRPGs). Shifting focus to the player's perspective, they delve into strategies for combating undead, methods for befriending them, and approaches to portraying undead characters in gameplay. The discussion encompasses both mechanical aspects and narrative considerations, offering insights applicable to systems like Dungeons & Dragons 5e and Pathfinder. Links dScryb – Ghoul Paralyzes Players(affiliate link) RPGBOT.Podcast Episodes The Undead – A Guide to Incorporating Undead Creatures in TTRPGs – RPGBOT.Podcast S3E28 Content From RPGBOT.net Oathbreaker Paladin Handbook – DnD 5e DnD 5e – School of Necromancy Wizard Handbook Other Stuff Monstrous Races (affiliate link) Necromancin' Dancin' Thac0 1. Understanding Undead from a Player's Perspective Combat Strategies: Players should familiarize themselves with the unique abilities and weaknesses of various undead types to effectively engage them in battle.RPGBOT+3RPGBOT+3Apple Podcasts+3 Role-Playing Undead Characters: Portraying undead characters requires thoughtful consideration of their motivations, behaviors, and interactions with the living. Alliances with Undead: The episode explores scenarios where players might ally with undead entities, discussing the narrative and mechanical implications of such choices. 2. Incorporating Undead into Gameplay Narrative Depth: Integrating undead elements can enrich the game's story, providing opportunities for complex character development and moral dilemmas. Mechanics and Balance: The hosts discuss how to maintain game balance when introducing undead characters or allies, ensuring that gameplay remains fair and engaging for all players. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati
Stats, scars, and sarcasm—because in the Imperium, your character's death is just character development. Links Imperium Maledictum Core Rulebook (affiliate link) Starter Set (affiliate link) Imperium Maledictum Digitals on DriveThru (affiliate link) Show Notes In this episode, the RPGBOT.Podcast crew dives deep into the dark, dystopian world of Warhammer 40,000's Imperium Maledictum, focusing specifically on character creation and the mechanics that shape storytelling in this grimdark RPG. The hosts bring their trademark humor and insight as they recount personal anecdotes, character-building decisions, and the mechanical intricacies of designing a unique persona in this rich and brutal universe. From faction selection and patron influence to rolling characteristics and calculating wounds, this episode is a complete journey through the character creation process in Imperium Maledictum. The conversation moves between light-hearted banter and thoughtful critique, touching on both thematic elements like conflict and motivation, as well as gameplay fundamentals like initiative, divination, and equipment stats. As the hosts share their builds and choices, listeners are offered a behind-the-scenes look at how narrative and mechanics come together to create compelling characters ready to face heretics and horrors alike. Whether you're a seasoned Warhammer veteran or a newcomer exploring this latest entry in the 40k RPG family, this episode is packed with insights, laughs, and useful advice for anyone building characters in Imperium Maledictum. Key Takeaways Thematic Depth: Character creation in Imperium Maledictum goes beyond stats, emphasizing themes like conflict, motivation, and the influence of powerful patrons. Humor in Design: A lighthearted approach, filled with banter and in-jokes, adds levity to an otherwise grim setting, enhancing the collaborative spirit of RPGs. Patron Dynamics: Patrons are central to character development, directly impacting motivations, faction alignment, and access to resources. Origins & Factions: A character's origin and faction not only shape their narrative arc but also affect their skills, equipment, and role in the party. Mechanical Precision: Initiative is calculated using perception and agility; wounds are derived from strength, toughness, and willpower bonuses. Character Options: The game supports both rolled stats and point-buy systems, allowing flexibility in character creation. Role of Divination: Divination can influence a character's journey, even affecting experience point retention and growth. Skill & Talent Systems: Characters develop through experience points, which can be spent on talents, skill upgrades, and specializations. Armor & Equipment: Armor is essential to survivability, and gear varies by background. Equipment often includes quality modifiers. Narrative Engagement: Character goals and backstory directly influence gameplay and provide opportunities for side quests and roleplay. Collaborative Creation: The group highlights the fun and value of building characters together, creating a shared investment in the story. Unique Builds: From psykers to hardened enforcers, the flexibility of the system allows for creative, memorable character concepts. Ongoing Development: Character creation is just the beginning—growth and evolution continue through gameplay and story progression. Anticipation for Play: The episode concludes with the team's excitement to bring these characters into the game world, setting the stage for future heretic-hunting adventures. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati