All mouth and stomach, the mincy masher is a tiny aberration that’s terrorizing the ocean’s currents. Let’s take a look at this bite-sized D&D monster.
Last week subscribers visited the Crystal Caves for adventure #1. Now that we’re in February, we have three new monsters (including the mincies) and adventure #2 in the works. Don’t miss out, subscribe.
Mincy
This tiny disk-shaped creature is nothing but a ring of sharp teeth spinning around a miniature black hole. With an insatiable appetite and the ability to consume anything, mincies are a minute menace that plague the deeps.
Mincy mashers, or mincies, have a rudimentary physiology adapted to consuming anything that fits within their small mouths. Sharp teeth, a hard shell, and a sensory organ that allows it to see rotate around a miniature black hole — the mincy’s digestive system. Scholars have proposed that anything that enters a mincy must end up somewhere, but the total oblivion of the matter is more likely. How this sustains the mincy is unknown, though it has been recorded that the black hole winks out of existence when a mincy dies.
Mincies are usually solitary hunters, but can gather in great numbers when food is plentiful in an area. They often congregate in powerful currents, where they pull water and anything else through themselves to remain stationary. They care little about anything other than eating, and even reproduce by consuming each other.
Most intelligent undersea creatures hate mincy mashers, which they refer to as floating stomachs, and will drive them off or kill them if they can. Sahuagin play a cruel game with mincies, in which players attach these creatures to their skin in turns, to see who can withstand the pain the longest.
Are you interested in knowing what inspired the mincy? This photo of an arctic lamprey and talking about portable holes and bags of holding.
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!
Lithe, human-like hunters glide through the water, their athletic bodies propelled by strong, piscine tails. These are merfolk, the princes and princesses of the sun-touched sea.
Merpeople are a common addition in any Bestiary or Monster Manual, but we thought the 5e version could use an update, so here we have a new merfolk build for your game of D&D 5e.
Fey touched, merfolk possess an unnatural beauty and grace, which complements their beautiful singing. Despite the legends surrounding them, merfolk seldom entice sailors to their doom. Unfortunately, their beguiling traits have earned merfolk the distrust of land-going peoples. In reality, merfolk prefer to use their enchanting singing to lure sailors away from their territories.
Merfolk dwell throughout the oceans of the world, though they seldom live far from the reach of the sun. They do not like settling close to land-dwellers and prefer uncharted waters off major trade routes. Merpeople often live in great coral cities which may comprise a chain of small islands on the surface.
Mermaids and mermen cultivate crops of shellfish, seaweed, and kelp, domesticate many varieties of fish, including dolphins and orcas, and trade with other peoples when they are on peaceful terms with them. They have a long and bitter history of war with sahuagin, who are known to raid merfolk settlements and enslave merfolk.
Saltwater merfolk are the most common variety of merpeople, while brine , arctic , deep , and freshwater varieties have also been sighted by explorers.
What special abilities would you like to see freshwater varieties of this monster sporting? How about arctic mermaids? Let us know, in the comments below.
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!
“Sucker marks on the tavern windows, salt water in the ale, and squid ink on the floor. Yip, a sure sign that you’ve got a grindylow infestation.” Let’s take a look at this classic D&D monster.
Grindylow are an aquatic subspecies of goblin. They have bulbous heads, sharp teeth, and dextrous tentacles that are constantly poking around and grabbing things. Legend says that the first grindylow was a goblin cutthroat who attempted to drown a merciless wizard in a bog. The mage cursed the goblin and his spawn to dwell in the swamps and marshes of the world as half-octopus mutants.
Grindylow are cunning hunters with a fondness for kidnapping, thieving, and drowning. Most grindylow live in small tribes in stagnant water, usually close to travel routes and hunting trails.
Ocean-dwelling grindylow are a subspecies that live in tribes along cavernous reefs, in shipwrecks, and kelp forests, never too far from land.
Of all goblinoids, grindylow have the strongest ties to the lands of Faerie, and their bogs often conceal dank routes into the land of the Fay. Although they will protect these portals if they must, their true role is often as scouts and lackeys of the more powerful Fay on the edge of whose domain they dwell.
Find a new monster, next week. We’re bringing you three new monsters a month, one a week for the first three weeks, and then a complete D&D encounter.
Is there a sea monster from lore you’d like us to build, or an idea for a creature you’d like us to play with? Maybe you’ve got an idea for using the grindylow in your own campaign. Let us know, in the comments below.
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!
These shell-armoured molluscs burrow in river and ocean beds and can also be found clinging to tidal rocks or the hulls of large ocean-going ships. When attacked, they use their powerful shell to create a deafening blast that shoots them backwards, away from danger.
Concussive clams are also known as clap clams, slam shells, or crack jacks. They are found in cold and warm oceans, at great depths as well as in shallow freshwater rivers.
Concussive clams live in colonies, but can occasionally be found alone. They are particularly tasty and those divers who make a living harvesting them are often hard of hearing.
In the next two weeks we’ve got two more monsters coming your way, including one iconic sea creature and the tentacled goblins of the sea, then a 1st-level encounter in the Crystal Caves featuring the new editions and the concussive clams. Here’s an initial design for the caves that didn’t make the cut:
Pretty, but we prefer hand-drawn maps, so this got scrapped early.
Have you got any ideas for using concussive clams in your game? Do you have a sea monster you’d like us to design or redesign? Let us know, in the comments below.
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!
That’s it, folks. 2022 is done, and 2023 is here. Who knows what the year will bring, but we wish you the wisdom and courage to ride the storms and opportunities that come your way. With the end of the year comes the final RPG Blog Carnival roundup of 2022, as we wrap up the topic “No Dice“. Here’s what some of the best RPG bloggers around the world had to say on the topic:
Mike Bourke of Campaign Mastery expertly breaks down the various kinds of die rolls common to most RPGs. You might expect — from that short intro — a boring treatise on stuff you already know, but what Mike has created here is a master class that unpacks many of the core aspects of telling a story with dice that I have not seen any other resource cover. That includes books on game design.
For example, I found his explanation of attention and awareness mind-opening and equipping — there’s far more to a Perception roll than I ever thought possible. If a die roll is a GM’s tool, then Mike’s post offers a better understanding of how those tools work, when they work, and why they work.
Mike’s second article explores when to avoid rolling, and how this allows GMs to keep the story going. As with part 1, this article is another master class for GMs, but then his site is called Campaign Mastery. Read To Roll or Not to Roll, part 2.
RPG Wandering visited the land of Nod and brought some icy scenes to inspire your next campaign. I like how they played with the theme for the month and painted intriguing winter scenes that built a world. Read Nod Ice on the RPG Wandering blog.
James of Hereticwerks looked at diceless RPGs, providing lists of these games on various TTRPG web stores, then offered up some examples of his past campaigns where they did away with some rolling. Read No Dice on the Hereticwerks blog.
Thank you to all who contributed to the RPG Blog Carnival this month, it was a great month!
Flaming Holiday Sale
It’s our birthday, and we have two sales underway:
Remember, you can find all of our RPG products on our product page. This includes supplements for Dungeons & Dragons, the Pathfinder Roleplaying Game, and many stand-alone tabletop RPGs.
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!
It’s time for us to host the RPG Blog Carnival again, and this month the topic is “No Dice”. Read on to stimulate your brain with new ideas and fresh takes from the TTRPG blogosphere.
If you’re a reader, here’s how it work:
RPG bloggers from around the globe will drop links into the comments below. You can check them out there or come back to Rising Phoenix Games at the end of the month, when I’ll post a summary of all the posts (that’s New Years Eve, the same day as our birthday!)
If you’re a blogger, here’s how to join in:
Check out the ideas below or come up with your own take on “No Dice”, publish an RPG-flavored blog post, then drop it in the comments of this post, below. Because I’ll need to get the summary up on New Year’s Eve, please get your post in by the 28th of December.
We’ve tried to keep the topic as open as possible, so hopefully you’ll find something to inspire your articles this month. Here are a few thoughts on the topic:
Mechanics. Every game has mechanics that aren’t linked to the dice. Maybe you’ve invented diceless mechanics, or you want to discuss some rules from your favourite RPG that don’t require rolls. Tell us about them.
Beyond the Game. Roleplaying games are what they are because of the players, and story is a vital part of the game that goes beyond dice and numbers. Pick some aspect of the game that doesn’t involve mechanics and discuss it.
Weal and Woe. Luck is an important part of most roleplaying games, so tell us about the time your party’s luck ran out, or they were exceptionally fortunate. You could create items based around luck, a monster that eats or creates luck, or a trap that looks like a giant D20.
All About the Story. Sometimes the best sessions have very little rolling involved. If you’ve had such an experience we’d love to hear about it.
‘Tis the Season. Give us a list of Christmas gift ideas for roleplayers, but avoid dice.
No Limits. The dice often set the limits, but we’re not setting any for you. If you’ve got an idea that falls outside the theme and want to take part, please join in the fun still.
Feel free to drop more ideas in the comments below.
Till the end of the year, have a good one, stay safe, and keep rolling!
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!
Every year we learn and adapt. In 2022 we returned to our grassroots and applied those lessons to great effect. Here’s what Rising Phoenix Games got up to in 2022.
Freelancing remains the best way for me to learn the art, science, and business of TTRPG production, so it’s one pillar of the business.
For Rising Phoenix specifically, our goal was to focus on the Grimdark Pamphlet and Undersea Sourcebook series, complete Three Stone Stories, and begin work on a larger solo RPG product that will eventually form the core of our business. All have progressed nicely:
Three Stone Stories is out and on its way to earning its Copper Seller medal. It has two 4-star ratings so far.
With the release of Undersea Sourcebook: Water Magic we are halfway through the development of the series. We’ll probably focus on the monster book next, which I’ve done a substantial amount of development work on already.
The Grimdark Pamphlet is progressing well, and we’ll return to it in 2023 after some freelance work in early 2023.
Our larger solo project is top-secret for now, so I can’t say much.
In refocusing we’ve let a few games go, including several miniature skirmish games that we’re selling off to larger publishers. There are also a few paused projects, which we’ll sit on until the time is right.
Mayas & Dungeons and Camp Karate
Some opportunities are worth grabbing with both sets of talons, and we had two great opportunities this year.
In March I was asked to develop a small game to promote JAST USA on April 1st, and this became Mayas & Dragons, a small (and free) print-and-play solo dungeon crawl.
In July we participated in Drive-Thru RPG’s ZineQuest, creating Camp Karate. It was a great opportunity to get eyes on our products, and we remained within the top 8 entries for all of August.
The Fat Long Tail
One pleasant surprise was our 5e Madness Cards making more sales this year than in all of 2020 and 2021. I added a PDF version for home printing after a customer’s request on Drive-Thru (thank you, Lee). We’ll be adding a version of the Pathfinder Second Edition Madness Cards for home printing in 2023.
Goals for 2023
Next year will be more of the same:
Develop the Grimdark Pamphlet, according to the roadmap.
Develop the Undersea Sourcebook monster book.
Take part in ZineQuest if possible.
Develop our Solo RPG master plan (mwahaha).
We’ll be moving away from social media in the same way we pulled back from the blog, but there’s still time to snag a book from our latest contest:
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!
Last week we journeyed to Yomi, the Japanese land of the dead mentioned in the ancient myths and legends of Japan. Let’s explore further so that you can use Yomi to inspire your own campaign setting, or as a campaign setting all on its own.
Journeys in Yomi
There are two ways to enter Yomi. For most, death brings them to the threshold of the Gray Gate, beyond which lies the narrow, winding stone stairway that leads to Yomi. A few brave—or foolhardy—folk have journeyed to the physical location of the gate, which is hidden beside a rural temple in the town of Higashiizumo, Shimane Prefecture, Japan. These travelers, though they go of their own free will, experience the same things as those who are brought here by death: a compelling draw to descend the steps and discover what lies in the mists below.
The descent is not dangerous or horrifying, as one might expect. Rather, the path cuts down a mountain path at a gentle angle, passing grasses and trees given a regal aspect in the grey light of twilight. No birds or beasts stir, but the hollow knocking of bamboo wood chimes and the shakuhachi flute sounds, somewhere in the growing mists. It is a calming sound, complimented by the rustle of leaves blown on a gentle breeze, or the cascade of a small mountain spring, somewhere off the path.
Each step down the path brings new, muted joys, and most feel no compulsion to turn back. For those who do, leaving the stair or turning back to ascend it is a feat frustrated by the strange physics of the Land of the Dead. A tree, reached just off the path, might hide more of the stair or a dead end behind its knobbed trunk. What looked like a short climb off the path quickly turns steeper than expected, and what seemed like solid footing is instead slippery mud. While the climb down is easy, the return journey is always tiring, and it becomes agonizingly more difficult to make progress back up the stair.
For most, the descent is inevitable. As they near their destination and their path grows darker, the faint glow of the moon seems to diffuse, casting less light but giving an eerie cast to the sky. It is then that the traveler finds the threshold of Yomi.
Running the Descent
Players shouldn’t be forced to make saves as they travel the stairway to Yomi — a description of the effects on their character should be enough for them to realize that reaching the bottom is inevitable. This is not to say you need to force them down the path either. Inventive ideas might allow the party to make significant progress back up the stair, or even escape Yomi altogether.
With this in mind, any adventure set in Yomi needs to include an enticing hook to entice the players on this dangerous journey, and some hope of returning to the world of the living too.
The Lands Beyond
Travelers wandering through Yomi navigate by landmarks rather than distances. While two places might be considered “close” to each other, their true distance is in constant flux. The same journey might take a day or a month, and a traveler that strays from their course is doomed to wander aimlessly until they discover a landmark they know.
If you enjoyed our take on Yomi, be sure to grab your copy of the Grimdark Pamphlet, which will be updated with a full description of Yomi in the coming weeks. Also, be sure to check out Beyond the Horizon Games and their blog, as they’re hosting the RPG Blog Carnival this month. The theme is “world building”, go take a look.
Journey Below the Waves
If you enjoyed our little look at Yomi, then you’ll likely enjoy our Undersea Sourcebook series for D&D. Three of the six books are out, covering everything a player needs to explore the world below the waves or take to the seas as a pirate.
The Race & Class Guide includes races and classes for ocean-themed characters.
Mutants & Mariners provides additional options, specifically for mutants and pirates.
Feats & Equipment expands player options with firearms, pirate weapons, and a host of new feats. It looks like feats will be more important than ever going into the next edition of D&D, so start collecting.
Water Magic gives you new spells and magical items.
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!
Yomi is the Japanese land of the dead. It was mentioned in the ancient Kojiki, a collection of myths and legends purportedly composed in the 8th century. In Yomi, the dead live out a muted, eternal existence, regardless of their past deeds.
RPG Blog Carnival
It’s Orktober… ahem… October, and that means time for another RPG Blog Carnival. This month’s carnival is hosted by our good buddy Kim, over at Beyond the Horizon Games (he also plays Orks). The topic for October is “Worldbuilding“, which is serendipidious since that was exactly what we were looking at in our latest edition of the newsletter.
Campaigns in Yomi
We must always be respectful when setting games in places that are significant to others. We must go as respectful travelers, realizing that we are journeying into a land that others understand better than we do. This short guide can only introduce you to the world of Yomi, but its lore is truly vast, so it might be the perfect inspiration for your own campaign.
Yomi is more like Limbo or the Shadow Plane in Pathfinder than Hell. People do not go there because of their sins or lack of faith, they go there because it is the next step of their journey. People do not usually return from Yomi after they have feasted in Yomi, but that probably won’t stop your players from trying.
Yomi is both a land of shadows and corruption. You might find people covered in maggots or pass through a stranger like a ghost. Yomi is as cold as a tomb, but its residents seem only dimly aware of the cold. The rain hardly ever falls on crops unless it floods the land, the wind never moves ships unless it throws them against the rocks, and the sun is forever pale and powerless.
The responsibilities you had in life might remain in death, but they are no easier. A farmer might work a field that grows only rotting rice, or a baker might put bread into an oven that never gets hot enough for cooking. Emperors still reign, but they too must suffer the entropy that pervades Yomi, as their kingdom falls apart no matter what brilliant decrees they might enforce.
Travelers wandering through Yomi navigate by landmarks rather than distances. While two places might be considered “close” to each other, their true distance is in constant flux. A journey might take a day or a month, and a traveler that strays from their course is doomed to wander aimlessly until they discover a known landmark.
Encased in black iron plate, tetsuakuto wear hideous menpo face masks bearing octopus designs.
The Tetsuzaku, or Iron Bandits, were feared outlaws that menaced major trade routes throughout the Empire. When they were finally captured they were boiled alive in their iron plate before being offered to a kami of the ocean cliffs. Through some occult bargain, they returned from Yomi to plague those who live near the sea, before returning back to the lands of the dead.
Tetsuakuto
Medium undead, lawful evil
Armor Class 18 (plate) Hit Points 76 (8d8 + 40) Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
16 (+3)
10 (+0)
14 (+2)
12 (+1)
Saving Throws Con +5 Skills Athletics +6
Damage Immunities cold Condition Immunities frightened Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 4 (1,100 XP)
Undead Fortitude. If damage reduces the tetsuakuto to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the tetsuakuto drops to 1 hit point instead.
Actions
Multiattack. The tetsuakuto makes two attacks with its naginata. Naginata. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 4) slashing damage. On a successful hit, the target must succeed on a DC 13 Dexterity save or fall prone.
Reactions
Spike Rake. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Three Stone Stories: Solo Narrative Roleplay is here!
Your Greatest Tale
Three Stone Stories is a solo narrative role-playing game where you’re the Storyteller.
Tell heroic tales using your own imagination, these rules, and three regular six-sided dice.
Roll the Stones,
Determine the Will of the Dice,
Choose your Destiny.
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!
Look at me, killing monsters for wealth and XP! Experience points (Exp or XP) are a great reward for players and a fun part of the game (it’s all fun though, right?). But do they really do their job? Can we build better RPG leveling systems that include roleplaying?
Leveling up with XP is a staple of the genre and games like D&D and Pathfinder would lose much of their playability without it. Imagine being level 1, forever! Each new level gives you more options and lets you fight bigger monsters and face more dangerous challenges. But has anything really changed for your character? Hasn’t the bar just moved? Has the character’s experience of the world really changed them at all?
Before I sound too much like a jaded grognard, I’m not saying that the system’s broken. It doesn’t need fixing. But what if the system incorporated character development? What if your character didn’t just become more powerful, but their outlook changed and they grew in their understanding of the world?
The Mouse Guard RPG and Marvel Heroic Roleplay both tie mechanics to your character’s goals, and I’ll bet there are a ton of other systems that do too. How does it work? Basically, you gain some penalty or bonus (or both) when your character’s goal or flaw comes into play. These goals or flaws often change at the end of a session or when you level up your character.
In D&D, we have ideals, bonds, and flaws, but they’re not linked to level progression. With One D&D recently announced, are we likely to see that change? What might an ideals-based leveling system look like?
An Ideals-Based RPG Leveling Systems
Instead of (or in conjunction with) using inspiration in your D&D games, players earn experience points when they play to or against their ideals. You can award XP according to four tiers linked to the XP Thresholds by Character Level table in the Dungeon Master’s Guide (Chapter 3). For example, a minor use of an ideal, for a 6th level character, you might only award 300 XP. Going against their ideal that causes major consequences might, in contrast, be worth 1,400 XP to the same character.
This XP is awarded only at the end of the session, and could be divided between the players to ensure nobody is too many levels ahead of the rest. In essence, while one character might have had a significant moment of personal growth (or regression), their whole party is affected and learns from it.
This isn’t rocket science, so I’ll be surprised if GMs aren’t already doing something similar. Let me know.
A big “thank you” to Adventures to Authenticity for hosting this month’s RPG Blog Carnival. This month’s topic is “Character Development”, so head on over there to see all the great articles submitted by the community.
Camp Karate Goes Copper
Camp Karate, our game of hot-blooded dramatic roleplay, is now a copper seller on Drive Thru RPG. To celebrate, we’ve got a special discount link for you, so you can join in the action. Haya!
5e Madness Cards for Home Printing
We’ve added a PDF version of our Madness Cards for 5e to Drive Thru RPG, so you can print them at home. We still think the POD option is better, but here’s a discount link if you want the PDF.
Just look at the prettiness! You get two sets of the cards in a nice tuck box if you order the POD version.
That’s all from me for today, have an amazing weekend.
Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
Dwarves Rule! By the Power of Greyskull! Jesus Saves! Turtle Power! Bionics On! Waaagh Ork! For the Golgari, for the Swarm! ThunderCats Ho! Skate the Apocalypse!