Category Archives: General

Tendrils of Power [PF2 & 5e] Dares You to Defeat Cults and Dark Gods

Cults! Dark gods! Battles in the sewers! Kim from Beyond the Horizon Games has a new adventure for Pathfinder 2e and 5th Edition that checks all my fantasy boxes, so I’m sure it’ll check yours. I asked him to tell us more about his current Kickstarter for the adventure, Tendrils of Power.

Tendrils of Power is on Kickstarter

Hi Everyone,

Rodney asked me to talk to you about my latest Kickstarter for Pathfinder 2: Tendrils of Power.


As of this post, we’re 80% funded, and we’d love for you to join in.

So What Exactly Are You Getting?

Tendrils of Power is an adventure for 4-6 player characters of 5th level, and will see the heroes facing up against the Cult of Sss’Kosh (originally introduced in Tomb of the Undying Empress, which was Kickstarted in 2023). The cult is attempting to bring their dark god to the planet through the mass sacrifice of an entire town. It’s up to the heroes to stop them, eventually facing them underneath an old bathhouse, in the sewer system.

The adventure is 40 pages long, with another 40-page appendix. It is entirely self-contained, and you won’t need more than the adventure to run it other than the core books. (And you won’t even need the monster books, as they’re all included in the appendix).

The buy-in for all this is about the price of a large coffee at Starbucks, or €5. So come join us at: https://www.kickstarter.com/projects/beyondthehorizon/tendrils-of-power-an-adventure-for-5e-and-pf2/

Kim of Beyond the Horizon Games

Solo Roleplaying Is Easy. And Cheap. You Don’t Need Apps, Books, or AI.

Solo roleplaying is easy! And cheaper than swamp dirt.

But it doesn’t always feel easy. I’ve played a lot of PC games because it felt easier to load up a game than grab my dice. Which should be ridiculous, but it makes sense. Roleplaying takes space and, I thought, my own creative energy. Or, barring my own imagination, a book, tool, or app to provide the creative energy. I was wrong.

Solo roleplaying can be as creative and collaborative as regular roleplaying sessions, generates its own creative energy from the process, and you don’t need tools to make solo roleplaying evocative and fun.

Mystery Dice Featured Image

My Solo Roleplaying Toolkit

When I’m on the go, my solo roleplaying kit includes a set of dice, a pencil with an eraser, and a character sheet. At home I add rulebooks and, if I want to get fancy, maps, tiles, and my growing collection of miniatures.

That’s it.

No apps. Zero books. No tables or funky story dice. And certainly no AI. AI has its place, but not at my table.

The Secret to Solo Roleplaying

My secret is nothing fancy. All I try to do is mimic what happens in a regular roleplay session around a table, or in kids’ games of imagination. My solo roleplaying trick looks like this: invent a character, put an obstacle in their path, then figure out how they overcome the obstacle.

Character + Obstacle + Resolution = Story

In a kid’s game, the progression looks something like this: “I’m Spider-Man. Look, it’s Doc Ock.” Then the kid runs around shooting imaginary webs at the eight-limbed evil scientist. Character. Obstacle. Resolution.

If it’s a movie? Meet Daniel LaRusso. Character. He gets beaten up by some punks. They’re the obstacle. To overcome the punks, Danny Boy learns karate and kicks one of them in the face. Resolution. That’s The Karate Kid (1984) on fast forward, but you can break the movie into parts using the same pattern. For example, Daniel (character) meets a row of unpolished cars (obstacle). Daniel overcomes the obstacle of polishing cars by polishing cars. Wax on. Wax off. Resolution reached.

What You Don’t Need for Solo Roleplaying    

You don’t need to journal your adventure. I track important bits, like NPC and place names and events, but a few bullet points in a notebook are enough. Do it however you like, but the key is to stick to what we do best as roleplayers: use your imagination, the rules, and the dice, to tell a story. Don’t let accounting and note-taking get in the way of the process.

You also don’t need prompts. What is the greatest challenge for a nerdy kid from out of town? Making friends. A bunch of boys, who could have taken Daniel in and shown him around, instead became his enemies. The dungeon has a dragon at the end because a dragon is the most ferocious, challenging threat a party of adventurers could face. Let expectations inspire your story. If your hero is a pyromaniac, put them in charge of the village matches and fuel stores. If they’re a coward, send them into the ghost house.

Creating Interesting Solo Roleplaying Stories Is All About Character

Creating your character is not only about the character sheet. A solo character needs depth that includes their wants and needs, as well as their flaws. Frodo needed to keep the Ring away from Sauron and Gollum, but he heads straight for Sauron’s lands with Gollum in tow. Frodo’s need was under constant threat. Similarly, Sam was a friend who made up for Frodo’s flaw of wanting to go alone. Flaws and needs are your adventure hooks, and they’re recyclable.

You’ll find that this form of solo roleplaying relies heavily on your ability to craft stories. It’s a good thing. For one, you can learn from any form of storyteller. Novel writers, script writers, game designers, movie makers, and other GMs can all help you grow your solo roleplaying skills. Secondly, because of its inherent nature of building on the elements within the story (the flaws and needs), solo roleplaying creates its own energy. You don’t need random tables because the existing elements inspire your choices.

Why Didn’t I Think of That Before

There’s not much more to be said, really. The process works because it remains true to the core of roleplaying. You might tweak it for some systems, such as calculating Challenge Rating to keep fights manageable in Pathfinder or Dungeons & Dragons, but keep your game manageable. You know your limits and abilities better than most.

But there is one more ingredient to this secret sauce. You. Give our simple solo roleplaying tip a go by creating one obstacle based on a character’s flaw or needs. It can be any character, from novels, books, or games. Let us know what you came up with in the comments below. You’ll see how simple and fun solo roleplaying is.

Art Credits: IronThunder

Alignment Is Dead: The Birth and Death of an RPG Staple

Oh spoot! We all know that religion, money, and alignment are the three topics to avoid in polite conversation, and I’ve just mentioned the third. Well, since I’m being rude, I might as well go all out and say that alignment is dead. Isn’t it?

A Short Bro History of Alignment

Michael Moorcock is probably the inventor of alignment. Moorcock’s Elric of Melniboné was an agent of Chaos, and he turned to Chaotic powers to fight against Chaos so that Law would return some modicum of balance to the force world. Moorcock also invented the eight-pointed Chaos symbol, which Games Workshop stole appropriated for Warhammer Fantasy and Warhammer 40,000. And, since sword and sorcery was an important inspiration for Dungeons & Dragons, it’s not hard to blame Gary Gygax for stealing appropriating Moorcock’s idea about Chaos and Law for D&D.

Fibonacci, CC BY-SA 3.0 http://creativecommons.org/licenses/by-sa/3.0/, via Wikimedia Commons

But I don’t think Moorcock intended Law or Chaos to define a person in the same way alignment defines a character. Elric fought on the side of Good and of Law, but he was a murdering psychopath who killed friends and lovers while in the throes of his bloodlust. Yes, an evil sword was involved, but if Elric was Lawful Good, he’d never have picked up the sword in the first place.

What About Religion?

I don’t believe people are intrinsically good. Or intrinsically evil, in the way we commonly understand evil to include a willingness to murder, rape, and steal. But we are susceptible to temptation. We lie, and then lie to ourselves that the lie was only a white lie. If lying is evil, then, by lying, we become evil.

No. Some deep theological understandings need unpacking to fully understand this concept, but I believe we’re better off describing ourselves as broken sinners. Only God is good. Humans rock the needle on the Good-Bad sensor so wildly back and forth that using Good or Bad as an indicator of character is useless. My proof is every role model out there who has ever fallen from public opinion.

A Better Solution or No Solution At All

Alignment is useful in the same way icons on a phone are useful. They’re a simplification. For a game, that’s all you need. Alignment gave us nine ways to define a character, and it worked. Mostly. There were many arguments.

One of the many things I love about Pathfinder Second Edition is that alignment vanished, and we got evil and good baked into traits like holy and unholy. This isn’t alignment. This isn’t a feeling. We can finally have morally gray characters.

I think alignment still has its uses. When I build characters or monsters, I often give them an alignment even if it isn’t going to be published or on the character sheet. It’s a cue for me. But those cues are becoming less meaningful, especially as I work to create better-rounded characters.

Make Scary RPG Monsters for D&D or Pathfinder to Challenge Your Players

How do you build scary RPG monsters for D&D or Pathfinder? How do you give your players the heebies and the jeebies with fresh monster designs?

Fear comes from building tension. It’s the anticipation of something terrible, like a jump scare, that evokes feelings of dread.

Cruel Trinkets

I love birds, and some of my best memories are of bird watching with my family. But put me near a pigeon and I’ll sweat boulders. And it’s not that I’m scared of birds. What scares me is the expectation that they’ll start flapping and swoosh past my head. My ornithophobia only turns on when I expect a bird to launch itself toward me.

We can use the same principle to scare the pants off our players. Metaphorically speaking. Strip D&D isn’t sanctioned by WotC. Yet.

Making Monsters for Science and Fear

To illustrate, let’s build a scary unicorn for Pathfinder Second Edition. The fear of balloons popping (globophobia) will give us a surprising twist, so let’s start there.

I like the idea of a cute unicorn floating aimlessly around, and cute can be scary. When it takes damage, our uni sucks air in with an angry pout. And, as it inflates larger and takes more damage, this air mine becomes more volatile. Fear the boom!

Make scary RPG monsters of your own, like the unipoof.

Filling a forest glade with floating unipoofs and then having adjacent unipoofs make horn attacks against each other to set off a chain reaction is a low blow, but I’ll endorse you. Great idea!

For exploration encounters, tweak the Ready to Pop ability so that checks happen every half hour instead of every round. Escorting a unipoof through a trap-filled dungeon now becomes a tense adventure with higher stakes.

It’s Your Turn to Make Scary RPG Monsters

What phobia can you turn into scary RPG monsters? What mechanics will you design to build tension over time?

You can use our D&D monster builder or the great Pathfinder Second Edition monster builder at monster.pf2.tools to make your creatures. Both apps will help you keep the maths solid. Post your monster link and a description in the comments!

Blood & Grit: Neon Nightmares Might Be Our Best Game Ever

Gibson’s Neuromancer meets Howard’s Conan. That’s what Blood & Grit: Neon Nightmares is. And it’s friggin’ cool!

And yes, I’m trying to get you to buy into, and buy (different things) the game. But I’m praising the game because of how much fun I had making it. I’m sure you’ll enjoy playing it, because the rules have a solid foundation, and the setting is evocative (we worked hard on that). However, I had fun because making the game felt like I’d discovered an exciting new toy, like when I first held a He-Man, ThunderCats, or TMNT action figure.

The Secret Sauce of Evocative Adventure Design

Someone at Paizo—I think it was James Sutter, but I apologize if I’m wrong—talked about mashing two things together to make something cool. Like ninjas and turtles. Or felines and dangerous weather phenomena. Or, in the case of Blood & Grit: Neon Nightmares, a digital dream otherworld and sword-brandishing bravos.

If you need to classify Blood & Grit: Neon Nightmares, then call it a grim-neon game. Or cyberdark. Swords & cyberpunk? Grim-punk? Heck, I have no idea. But the synergy fired my synapses and helped me spew out ideas.

Let that be a lesson to you when you’re suffering from GM’s block. Take two things you love, slam them together hard enough to reconfigure their atoms as one consolidated whole, and see if that doesn’t lead you down a rad rabbit hole of ideas.

Blood & Grit: Neon Nightmares is Made in DNA

I loved the idea of swords & code sorcery, which neatly turned Blood & Grit into a unique game. But how do I put that idea onto the page? How do I get you to follow me into this nightmare neonscape?

Made in DNA took the initial concept of code magic and heroic fantasy and built a mad, verdant reality from those bones. His fiction runs through the rulebook like a wired vein, pumping mental imagery onto the page to inspire GMs and players. Check out his work.

Jack into Blood & Grit: Neon Nightmares

Blood & Grit: Neon Nightmares is a game jam game, so it could use a fair bit of polish. That said, the game feels right and has the makings of a great game. If you love sword & sorcery and cyberpunk as much as we do, grab the book and crack some skulls. It’ll be bloody fun!

Get Blood & Grit: Neon Nightmares on DriveThruRPG!

Can We Make RPG Death Exciting Again?

RPG players spend way too much time trying to stay alive. Okay, I’ll give it to you that staying alive is an acceptable way to play. But what if we could make RPG death exciting? What if we could add a spin on dying that could make your RPG sessions more challenging and rewarding for your players?

I recently released Just Get Better, which — let’s be honest —  was an attempt to shoehorn my sword & sorcery ideas into the GMTK Game Jam’s theme. Surprisingly, it worked. But I didn’t realize how well it had worked until I played Blood West.

The Genius of Blood West

Blood West is pitched as a Wild West survival horror. What makes the game great is that it turns grinding into a fun and repeatable challenge.

You’ve got to work hard for your first kill. You might feel more confident about your second, but eventually, you’ll slip up. You’ll get too close, miss your shot, or fall off a cliff.

When you — inevitably — die, you gain a curse. Your first curse isn’t a big deal, maybe a 2 percent reduction in health, but it feels like you’re up against the wall. You can tell that dying will eat into your meager supplies and make an already challenging game harder. So you dig in, ready to be more cautious and cunning.

Now you kill tactically, thinning out an area from the periphery before plunging in where the monsters are thickest. You save whatever you can scrounge. And headshots become your signature move.

But then you die again.

Now you realize that some of the monsters respawned. You have to clear areas a second time. And you remember how hard you worked to clear them the first go around. However, you notice you’re getting better at anticipating how monsters react. You’ve even got some swanky new weapons to kill ‘em with.

The cycle of death repeats. Old areas become speed runs. You can headshot a zombie at a run and have a few tricks for those wendigo. And man, it’s a helluvalot of fun.

Hard As Hell with a Soft Reset

The genius of Blood West is that it tempers a hard game with soft resets. You have options to soften the impact of curses when you die, and not all your enemies return. You also benefit from experience and skills, both programmed and personal. Die often and quickly though and you’ll still get a hard enough reset.

Likewise, Just Get Better works when you combine a player character’s immortality with deadly difficult, repeatable, and short encounters. The fun happens when the players try something different, and it works. That sense of achievement is priceless.

Effectively, you give the players a deadly puzzle and all the retries they need to solve it.

Cruel Trinkets

One last note on encounter design: spreading out an encounter gives players some breathing room. If one skeleton can see another but would need a turn to enter combat, then the party has a good reason for executing the first with a quick kill. If they botch the attack they have a round to figure out a contingency.



How do DriveThruRPG Medals Work, and Why do They Matter?

DriveThruRPG medals are an important detail that’ll help you make good buying choices on the Internet’s largest RPG store, DriveThruRPG. Let’s explore how titles earn them and why you should pay attention to these shiny bits of digital metal.

How RPG Titles Earn DriveThruRPG Medals

According to the DriveThru Partners Help Center, medals are awarded for sales of products priced at $0.20 or more. A title needs to pass the following number of units sold to earn the related medal:

  1. Copper: 51
  2. Silver: 101
  3. Electrum: 251
  4. Gold: 501
  5. Platinum: 1,001
  6. Mithral: 2,501
  7. Adamantine: 5,001

Running the Numbers

Let’s put those numbers into perspective.

On DriveThruRPG, Platinum (a total of 2,538 titles at the time of writing), Mithral (555 titles), and Adamantine (264 titles) account for 2.22% of all titles with medals. That’s 3,357 titles — the cream of the crop.

We know that major publishing houses, like Penguin Random House, rely on repeat best sellers — such as The Bible, Lord of the Rings, celebrity bios, Stephen King, J.K. Rowling, etc. — for their income. The rest of their offering consists of titles that sell less than 1,000 copies, each. That, however, is mainstream publishing. RPG titles, which fall into the tabletop hobby niche, are a minuscule slice of a tiny pie in comparison.

However, this insight indicates that anything under Platinum Seller is still a respectable achievement.

Our Example: Rising Phoenix Games

Selling 51 units is sometimes a small feat for small publishers like us.

While we have a Mithral title (Player’s Companion for D&D), a Gold title (Aurora’s Whole Realms Winter Catalogue), and a handful of Electrum titles (also all for D&D 5e) most of our titles are Silver or Copper sellers. We’ll typically hit Copper Seller in weeks for a Pathfinder product.

Bio Heist Cover Sales Page
Bioheist is our latest Copper Seller. We hit 51 sales thanks to the interest from DriveThruRPG’s Pocket Quest game jam.

Despite releasing multiple titles a year and marketing to an established customer base, many of our titles, like our Apothecary alternate class for D&D, may take years to break the 50-sales mark. Hobby publishers with no social media footprint are in for a harder time. Especially publishing their own game or creating content for less popular systems than Dungeons & Dragons Fifth Edition or the Pathfinder Roleplaying Game.

We love DriveThruRPG medals. They motivate us. But what do the medals mean for customers?

Why DriveThruRPG Medals Matter

Medals don’t prove quality. Since a publisher earns them from sales, good marketing can conceal problems like poor mechanics, bad art, or fumbled layouts. If enough customers want and pay for the product it’ll earn medals.

But when a product has medals and reviews you’ll start to see a clearer picture of the game’s worth. In my experience, customers won’t leave a review unless they’re angry about something or they’re a reviewer. Does a lack of ratings and reviews indicate a good game? Does it mean customers were generally satisfied if a product has earned medals but customers left no feedback? Maybe.

My advice is to read whatever reviews you can find, either on DriveThruRPG or on other great stores like the Open Gaming Store, Paizo, or Itch. Ultimately, if the game looks good to you, drop some money on it. That way you’re supporting creators and showing them that their creation resonated with you.

Every cent is appreciated.

Tea-Inspired Plot Hooks for your D&D or Pathfinder Game

Tea! A hot cup of bliss. Writing fuel. Gaming fuel. I can’t GM without it, and now I’ve discovered all sorts of inspiration from the humble beverage. Let’s look at some tea-inspired plot hooks for your game.

Throughout real-world history, the humble tea plant has inspired human determination and greed. Kingdoms have sent men to fight and die to secure their control over the tea trade. Fortunes have been made, and lost, under the hot sun as plantation workers, and slaves, coaxed the tea crop to grow. Add a magical element to the intriguing history of tea and you’ll find plenty of inspiration for your campaign. Below are some ideas.

The Smugglers’ Ring

Tea is a valuable resource. However, tea doesn’t grow naturally in many kingdoms, and some lands don’t have a suitable climate to grow the crop. Consequently, these countries are at the mercy of traders and pay high prices for imported tea. This situation is ripe for enterprising fortune-seekers. The illicit trade of tea supports a vast black market that extends to the highest power in the land. But this shady economy was created by pirates, bandits, and smugglers. Those people daring or desperate enough to risk their lives to capture armed trade ships and caravans, and make off with their cargo. Unsurprisingly, kingdoms with both the climate and a domestic tea plant go to great lengths to protect their tradeable tea harvest. So, it falls to the smuggler to keep the tea flowing.

Teaboys are handy, dayo!

Cargo for Coin

Smugglers mainly move captured cargo, but also traffic plants. A rival plantation owner or a kingdom may see a single seedling as the key to their future empire. The powerful are willing to pay handsomely for such opportunities—provided their involvement remains a closely guarded secret.

The party might be involved on either side of a tea-smuggling plot, as smugglers or investigators. Involve the player characters further by binding them to the tea trade. It’s not just a job. Must they carry tea plants across mountains and rivers, through orc lands, to pay the ransom for their village? Does the loss of their village tea harvest — taken by bandits — threaten their livelihood?

A smuggling ring can have many tiers, and dealing with each might take many sessions. Who do the smugglers work for? Is the smuggling ring one of many? Is the tea plot the first incursion of a great war between nations? Add a fantasy twist and you might have a vampire queen building her kingdom’s dominance through the tea trade. Or a lich who uses his smugglers as scouts, probing for an initial invasion of his undead hordes.

It’s hard for us to imagine tea’s value when it’s readily available in our modern economy. In a fantasy world, where growing and moving crops might face other problems, such as dragons or magical catastrophes, tea might be even more valuable and hard to come by than it was in our real-world history. Consider the realities of the tea trade in your fantasy world and you’ll add an authenticity that helps your shared story come alive.

The Magic of Tea

Does lemon and ginger tea really help to cure the common cold? Does tea truly have health benefits? While modern science cannot confirm the miraculous properties attributed to tea, in the realm of fantasy, the possibilities are boundless. Is tea an important component of resurrection magic? Has one of the heroes died? Are tea leaves difficult to obtain? You can control the importance of tea in your campaign by dialing up the usefulness of hot beverages, while making tea rare. If a cup of tea is the only way to restore mana, your players will go to great lengths to secure a personal tea crop.

There are means to tie nonmagical characters to tea. Clerics might incorporate tea into sacred rituals, alchemists may seek to distill its essence for potent brews, and rogues could be hired to pilfer rare tea leaves or exquisite silver tea sets. The infusion of magic into these scenarios adds further depth and intrigue.

Supplement these tea-inspired plot hooks by making tea evocative. The champion’s cup of chai exudes an aroma that evokes faraway lands. It reinvigorates her with power drawn from the very earth. It holds the warmth of life. Then, just maybe, she connects to her god through the deep magic of tea.

The Politics of Tea

Tea grows in the dirt, yet kingdoms, with their centers far from those fields, depend on that crop. As we’ve seen, the business of tea is as important to a king as it is to the muddy worker who sewed and harvests it. The heroes begin their story as modest farm hands, at level 1, and through facing monsters and deadly quests grow to become tea barons and baronesses by level 20. Throughout this progression, the heroes’ progression is indelibly tied to the tea harvest and its trade.

Teahouse Leshy for Tea-Inspired Plot Hooks
Teahouse leshys consider tea an art form. #DrinkTea

At first level, the party might defend their harvest from goblins, those little fiends who love setting fields ablaze. Goblins never need a good reason for arson. At second level, the harvest is collected and taken to market and will need an escort. At third level, a trader bargains for the entire harvest and stout hearts to accompany it to his ship. Perhaps the trader has a decree from the queen and drafts the party into the kingdom’s service. Can the party navigate the dangerous river voyage to bring their cargo of supplies (including that tea) to the besieged allies of their monarch?

That same tea cargo might cross many more kingdoms and oceans before its journey is done. With the party traveling with it, there will be plenty of opportunity for intrigue and adventure. When the party finally returns to their fields, they do so as champions of the kingdom, with wagon loads of treasure creaking along behind them.

Join Us for a Cup!

The Magic of Tea is our latest supplement for Pathfinder Second Edition, and it contains a bunch of treats for your campaign. It’s a perfect addition to these tea-inspired plot hooks. The book includes:

  1. 18 new spells inspired by tea. Another cup, anyone?
  2. Tea Master background
  3. Brewpot Dragonet and the Teaboy creatures

You can find The Magic of Tea on DriveThruRPG and Itch.IO.

Two sugars for me, please.

What’s the Simplest Way to Play Pokémon Games?

Do you have a stack of unused Basic Pokémon you’d like to get some use out of? Or do your kids have a bunch of Pokémon cards but not enough Energy and Trainers to make a proper deck? Are they looking for simple games to play with your Pokémon cards? Here are two simple Pokémon games you can play with your collection of Basic Pokémon cards.

Poké One-Up

Make a pack of Basic Pokémon. You’ll need at least 16 cards for a short game, or about 20 cards per player. Split these equally between all players.

Number of Players: 2–8
Deck: Basic Pokémon only

Now each player flips over their first Pokémon. Look at the damage value for each Pokémon’s first attack. The player with the highest attack damage wins all the cards revealed in this round. If there’s a tie, put all the cards from that round aside. They’ll go to the winner of the next round.

The winner of the game is the player with the most cards after a player has been knocked out.

This simplest of Pokémon games is based on Top Trumps, and you can make it more interesting by picking other card traits to compare. Here are a few:

  1. Retreat cost
  2. Highest attack cost
  3. Greatest resistance
  4. HP
  5. Shiny!
Simple Pokémon Games

Energy Unleashed: Basic Poké Battles!

Make equal packs of Basic Pokémon for each player. Don’t worry too much about what Energy cards they need, but pay attention to their attacks and abilities. Remove any cards that won’t make sense for this type of game.

Number of Players: Best for 2, fine for 3~4 players
Deck: Basic Pokémon only, but you’ll need a pile of Energy cards or tokens to use as Energy cards.

Each player shuffles their deck, then draws 7 cards (just like a regular game of Pokémon). Put the rest of your cards away, since we won’t need them for the rest of the game.

Then, each player chooses one Pokémon from their hand to be their active Pokémon, and then places 5 on their bench, which is the row behind the active Pokémon. This is just like a regular game of Pokémon too, but you don’t have Power cards or Trainers to worry about. Keep the last Pokémon in your hand until a spot opens up on your bench.

During each turn, put an Energy card on one of your Pokémon. It doesn’t matter what energy it provides, although if you have enough Energy cards you can rule that it does. Make attacks as in a normal game of Pokémon. A player wins if they knock out 6 Pokémon.

Did you enjoy these Pokémon games? Do you have other games you play with your Pokémon cards? Let us know, in the comment below.

Mystery Dice: Can we Unravel D&D’s Greatest Mystery?

Dice. Can you ever own enough? Will they roll high when it matters? These questions might be the greatest mysteries of our wonderful roleplaying hobby. Or it’s “What’s in a pack of Mystery Dice?” I’m here to rip open that mystery like a frenzied goblin oracle tearing apart a loot sack!

Rip open a bag of Mystery Dice
Rip open a bag of Mystery Dice!

Mystery Dice? What’s in the Bag?

Mystery Dice, from UK-based Mystery Dice Goblins, are blind bags of 7 RPG dice. They’re perfect for games of Dungeons & Dragons or Pathfinder. There’s the caltrop-of-doom D4, the ubiquitous D6, the D8, the pair of D10s (units die and tens die), the D12, and the mighty D20. Each bag’s contents are colour-matched, so you get a complete, colour-coordinated set. However, the transparent purple set I opened has 5 dark purple and 2 light purple dice. I call it my “Berry Blast” set. Although the variation is noticeable, they still look fantastic together. I love them!

Berry Blast RPG Mystery Dice

The dice are a good, standard size. The set I’m playing with are slightly rough distressed blue dice. The D4 and D6 are slightly bigger than the same dice from the Pathfinder Beginner Box set, which is only noticeable when you carefully compare them.

Distressed Blue Mystery Dice

All the numbers on the dice are clear, and that readability is important to me. We need to see those numbers! In our third set, the gold paint on green and white marbling produces a low contrast, but I’ll take elegance over readability in this case. These are some of our most beautiful dice — the other being a green and black marbled set, which belongs to my wife. She has excellent taste.

Mystery Dice Marbled Green and White

Blind Bags are a Party, in a Bag

Skeptical of blind bags? Me too, but I remember being a kid and the fun we had opening those Monster in My Pocket packets. The fun’s still there today. Opening each pack was an exciting rush of endorphins, and I was happy with every dice I got. Several older sets are getting the boot from my collection to make way for the new arrivals.

Grab some bags with your gaming group, then figure out who gets the first pick. You’ll have a blast and get a set you love as part of the deal. Christmas is far off, but Mystery Dice are the perfect stocking filler. They’re also a great gift for gamer friends or prizes for your gaming club.

Where to Buy Mystery Dice

You can buy Mystery Dice from the Mystery Dice Goblins website.

Keep Rolling!

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