#wildermyth campaign
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glitchi-art · 9 months ago
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In our latest Wildermyth campaign we lost @skykid-nadir 's character Caya. She went out with a bang, saving our party from certain death. May your sacrifice be the subject of many songs, and your memory cherished for generations Also Shenny (@eclipsefoxart) and Levee (@radio-mann) got together yaay
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But they were not the only ones to have fallen in love...
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(featuring @madam-morbid 's Astara, @skykid-nadir 's Jim, Shenny's daughter - Garbin Fin and my wolfhead hunter, Cammy Stornbin)
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criffyzou · 30 days ago
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I love siblings in Wildermyth.
Of course paying homage to the best sister duo of the whole game:
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ml-typhonverse · 1 year ago
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Sometimes when you're playing Wildermyth, you wind up creating characters from other games for fun. And when you do that, the things that happen in-story can be very fitting, or very unfitting.
Case in point for my most recent playthrough with Genshin characters from Fontaine. Furina the Warrior started out as rivals with Hunter Lyney, then she saved them from being kidnapped and sold into slavery and they fell in love before having a daughter. I named her Focalors.
Neuvillette communed with a spirit and got pretty blue streaks in his hair, which was fitting. He was also my only mystic.
Warrior Navia became rivals with Hunter Lynette for some reason, and also lit a candle in remembrance for someone she loved who died, which was fitting.
Warrior Clorinde is on her way to becoming a thunder goddess, which I like, and also is in love with Focalors for some reason. Probably because Navia was too old for her? But at least it's still gay.
We also saved the world from flooding, and Furina broke a curse that had been placed on her since childhood, which is lovely.
Can't wait for my next playthrough, which will involve Mondstat and Morthagi!
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seaquestions · 2 years ago
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an eye for an eye!
[ID: a drawing of two original characters from my wildermyth campaign, chen and kathys. kathys has an eyepath on her left eye and chen's right eye is replaced with a rock. End ID]
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re-bee-key · 2 years ago
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Started a Willow themed game of Wildermyth!
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six-improbable-things · 1 year ago
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This seems reasonable, until you find out that every single second of those 11.1 hours was played all within one day. (24 hours.) I started last night at 11, played until 3am, was in bed until 9, played again from 11-2, watched critical role, and then played more Wildermyth from 7-11. And now I need to sleep. I got less than 3 hours of actual sleep last night, and I'm fucking tired.
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By the way, attention all DND nerds without a campaign!
You should totally get Wildermyth and I will post screenshots why as I further spiral into hyperfixation.
It's really good though and there are free mods.
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vreliskriri · 2 years ago
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Irina Sommersohn
The Compassionate Romantic
Elder and gentler of the Sommersohn siblings. Tales of the two are interlaced; together they found the Dear Little Songbirds and safeguard the waking world from a royal nightmare. Wherever she goes from there, Irina brings with her a storm, and new stories are sparked in her footsteps.
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greyias · 11 months ago
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Oh, a heads up for my streamsy folks -- I'm thinking I might do another New Year's Eve stream now that I've got things (mostly) resituated on the computar.
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thespacelizard · 2 years ago
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let's do a dumb wildermyth roll, shall we?
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halfdeadfriedrice · 2 years ago
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It's the doldrums of winter and I am back to playing Wildermyth!! Camilla Hect is 2/3rds a bird and has just fallen in love with Juri Arisugawa's fluffy redheaded daughter (her name is Wrayne because Juri went off and had a kid with an NPC and canonical Juri's only otp is JurixCrying in the Rain)
And I let Utena run through a portal chasing after an elusive childhood memory, get stuck in time, and have to search for 10 years for ways to get back to Anthy
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glitchi-art · 9 months ago
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Wildermyth sheanigans featuring @eclipsefoxart 's Shenny Kin and @radio-mann 's Levee Bowers. Trauma sure is fun!
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mahercbeaucoup · 10 months ago
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TTRPG Design Lessons from Wildermyth
I've recently been spending a good deal of time thinking about solo RPGs and playing Rangers of Shadow Deep, a solo miniature game. My brain has been buzzing with ideas for solo game design, but I wanted to extend my research into video games, and so I found myself playing Wildermyth. This game has been on my radar for years, but I finally took the time to sit down with it. I enjoyed the game's first campaign, and I came away with some lessons for solo TTRPG design.
Procedural Stories
As your party of heroes wanders the world of Wildermyth, the player is treated to vignettes of the characters' encounters with their environment. These little stories build much of the player's connection to their band of heroes, especially the ones who join later and appear less often in the main plot.
Coming from the OSR world, a natural comparison arises to random encounters, especially during overland exploration. But whereas OSR encounters can follow any structure (and it is not uncommon for them to merely provide a moment of flavor), the Wildermyth vignettes always result in a meaningful change to the game state (as far as I can tell). A character may gain a new item, or change in some unexpected way, and the player will have a choice to make. Because a vignette always results in some sort of change, the game has a continuous feel of forward momentum.
In solo games, I struggle with developing side characters (or characterization at all, if the game is primarily skirmish-based). Looking at Wildermyth's approach, I can see the potential for a spark table to take one or two characters and create a little side-adventure for them, giving them a little color and differentiating them from the others.
Overworld Map
Wildermyth's map is broken down into regions, and each type of region contributes a different gameplay option. Some areas may have ruins you can reclaim, giving you increased resources or "Legacy Points" (a type of special currency), that you can use to grow and enhance your party. Some areas might allow you to build a bridge across a river, or tunnel through a mountain pass, into an adjacent territory. Villages provide recruitment opportunities, and new areas need to be scouted.
Crucially, every action requires time to complete, and the world is always moving on. Timers count down to the next bad event, armies march across the map and destroy settlements, and the deck of potential enemies is always growing stronger. Even when you acquire enough party members to split them up over multiple locations, it always feels like there is never enough time to get to everything you want to.
This system is simple, but it adds rich, opportunities for gameplay. I would love to experiment with this kind of campaign layer in an otherwise more traditional skirmish game. By adding simple concrete benefits to the control of a region, a huge amount of gameplay naturally emerges, even before diving deep into other sorts of quest hooks that will develop.
Enemy Behavior
When it comes to the tactical battles, the enemy AI seems to be very simplistic (as it is in most games of this type, and video games in general). But this isn't a knock against the battles, because the game's designers clearly understand that you can compensate for AI with varied enemies and scenario design.
I could very much picture running these enemies manually, each one operating by a different tactic that is simple enough to execute manually, while also appearing in enough unique combinations and situations to the player on their toes. One enemy might always charge to the farthest character it can reach, while another might draw characters toward it. These are just a few examples from Wildermyth, but they demonstrate how a few simple enemies can drastically change the tactical situation.
Interfusion
The mage class in Wildermyth has "Interfusion" as its primary ability. This lets the character manipulate the scatter terrain in the environment, with different types of terrain offering different tactical benefits.
I haven't seen this kind of approach to magic before, and I think it has good potential on the tabletop.
Putting it all together
After playing Wildermyth, I have a clearer picture of the game that is brewing in my mind: a cross between a skirmish game and an RPG (hardly a new idea), focused on a war band securing an area, and reacting to dynamic threats with varied enemies and approaches to AI. It's the smallest of seeds, but I have a vision for what it can grow into.
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ml-typhonverse · 2 years ago
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Just completed my first campaign of Wildermyth and learned that sometimes a family is a nerdy Mystic man, a deadly Warrior woman, their equally nerdy Mystic son, their pet rabbit that used to be a sword, their pet cat that used to belong to a crazy dead magic user, and the army of parasites in the father’s body that you had to fight your own immune system to allow to live inside you.
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cloaksandcapes · 4 months ago
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Anywhere Bow
Magic Artifact Weapon for Dungeons & Dragons 5e
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We here at Cloaks & Capes are BIG fans of the @wildermyth-blog game, and following its recent DLC Omenroad, and the official wrapping of the game, we wanted to give it homage.
So we took Elthiar's Bow, the Anywhere Bow, and made it into a Vestige of Divergence for 5th edition. We hope you like it, it took some work to make all the mechanics and rules feel good, and fit them on the card!
If you use this in your campaign, we would love to hear how it went! Also, go buy Wildermyth on Steam. :)
Anywhere Bow
Weapon (any bow or crossbow), artifact (requires attunement)
“This mythical weapon has a history shrouded in mystery. Even the most learned wizards are baffled by the magic it holds and its ability to fuse the consciousness of the wielder to ordinary items. The structure of the weapon seems naturally occuring and not something made by the hands of mortals.”
Interfusion. Using a bonus action, you can use the magic of this artifact to interfuse with an object that you can see within 30 feet (trees, rocks, furniture, etc.) In order to interfuse with something it must be considered a small, medium, or large object, that isn’t being worn or carried. If an object is destroyed or picked up, the interfusion ends. Interfusion lasts for one minute, unless you dismiss it as a free action. If you move more than 30 feet away from an interfused object, the effect ends.
Dormant
You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with one object.
When you hit with a ranged attack using this weapon, your interfused objects launch a magical arrow at your target if it is within 60 feet of them, dealing 1d6 force damage. You can only trigger this effect once per round.
Deep Interfusion. As an action, you can interfuse with an object you can see within 60 feet and concentrate on it for 10 minutes. You can see and hear through this object with your own senses. During this time you are unable to use those senses with your body.
Awakened
You gain a +2 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with two objects.
You can make your ranged attacks through interfused objects using your attack and damage bonuses. Attacking through an object deals force damage. The object making the attack does not deal its additional damage, but other interfused objects do. As long as the object has line of sight on your target, you do not need to be able to see it.
Exalted
You gain a +3 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with three objects.
Traversal. You can use a bonus action to teleport to an interfused object, appearing in an empty space next to it. You can do this a number of times equal to your proficiency bonus, regaining expended uses after a long rest.
Open Mind. While interfused with an object you can use an action to send out a pulse of energy from it. Every creature within 60 feet of the object must make a DC 18 Charisma saving throw, or you learn its location. The creatures do not sense this effect. This property can't be used again until you finish a long rest.
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dawnlotus-draws · 2 months ago
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MORTHAGI ARDOR STAR BLOSSOM EGO CARD 🔥🔥🌟🦋
Morthagi is my friend’s PC from our Pathfinder x Project Moon campaign set in The City! He normally looks like that (bone automaton creature) so don’t worry about it.
Ardor Star Blossom EGO stat block!
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Alts plus refs plus more info below the cut!
I feel like this is important to know but the Ardor Blossom Moth is responsible for the original destruction of Morthagi’s human body so that’s why he looks like that. Anyways after we defeated it we thought it most appropriate that Morthagi gets the EGO gear from the Big Bad in his backstory! :D
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Morthagi (wildermyth) as og character reference, and ardor star moth from the limbus company ego card. Image all the way to the right is the overdrive stats for the same EGO. All of the stat sheets are homebrew btw :]
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