Colossus Link

Wednesday, April 30, 2025

My Favorite Books For Solo TTRPG Play

I have a ton of PDFs and books that I use when playing TTRPGs solo. Which ones I use really depend on the specific game that I’m playing, but there are some books that I find myself using no matter what game I’m playing. This is a list, though not an exhaustive or definitive list, of great books to use for solo TTRPG play.

Four Against Darkness



I love Four Against Darkness. It’s a great game all on its own, and then you add in all of the adventure supplements like More Mountainous Mayhem and Fiendish Foes and you have several campaigns worth of materials. But while I’ll do a full review of Four Against Darkness eventually, today I wanted to talk about it in context of other solo RPGs. The best part of Four Against Darkness is arguably its dungeon generation. It comes with pictures of dungeon rooms and corridors to roll on to build your own dungeon as you play. It’s a great thing, and I use the dungeon generation system in ALL my solo games so far, except Ker Nethalas, which has its own dungeon generation system that is kind of similar and can also be used in other games. I would recommend Four Against Darkness just for its easy-to-draw dungeon rooms and easy to use system. It also has some simple traps you can easily convert into your game, whatever game you’re playing.

Table Fables I and II



The Table Fables series are written by Madeline Hale and they are fantastic. They are full of tables to use in your games. Things like wilderness events, cult generators, city events, dungeon events, town generators, magic items, character generators, etc. Just a lot of fantastic stuff. I recommend getting both because they can be bought fairly cheap on Amazon. I use Table Fables II a lot for the landmarks table in my games. There’s also Table Fables Modern, which has modern tables for futuristic or modern games. Also a great book for the price.

Knave 2nd Edition



Speaking of tables, Knave is full of them. Like, most of the small book is just tables for generating your own monsters, items, spells, etc. Even if you have no plans to play Knave, which I totally think you should it’s a great game, it’s worth it for the tables alone.

The Solo Adventurer’s Toolbox



There are actually two of these, but I just want to talk about the first one. Have you ever wanted to play Dungeons & Dragons 5E solo? Then this book is made for you. It has an oracle, tables, events, and advice for playing solo. It takes you through everything from camping to exploring cities and the wilderness to combat solo. I found it to be infinitely more useful and easier to understand than something like Mythic (not that I don’t like Mythic, it just takes a bit of time to get used to). There’s also a quest generation table, which is always a plus. Coming up with new quests when playing solo are where I get stuck the most, and this really helps me out.

A Life Well Lived



A Life Well Lived is technically for 5E, but I use it for anything. It just takes some conversion. A Life Well Lived is about the smaller moments of adventuring, like running a business, maintaining a family, buying a home, or even retiring. It’s a beautiful book full of nice art and it’s got a pretty good layout. I use it when I need some inspiration for down-time activities.

The Game Master’s Book Of Instant Towns and Cities



Any of the Game Master’s Books could be on this list. They’re all incredibly helpful and not too pricey on Amazon. But I really like Instant Towns and Cities for the inspiration it gives me for settings. It has a ton of examples of cites and towns in every environment imaginable, and even has a town generator. It’s worth your money for the inspiration it provides alone.

The Monsters Know What They’re Doing



Are your battles dull and uninspired? This book can help with that. It’s a thick book full of actions that monsters may take before and after battle. It has the basic 5E monsters like goblins and elementals, and its layout is really nice and easy to navigate. There’s a sequel to this one but I haven’t read it yet, but I’m sure it’s just as useful.

The Ultimate Random Encounter Book



Are you at a loss for encounters or quests? Then this book is for you. This book provides encounters in every environment you can think of, like deserts, swamps, villages, and more. It's great for coming up with quests when your brain has gone dry for ideas. It has some random generators in the back, too. It’s a good book that you can find in game stores or on Amazon.

Sandbox Generator



Are you interested in making hexmaps? Then this book is perfect for you! I used it to create my first hexmap and had a blast. I’m not really big on hexmaps but this may be a game-changer for me. It’s full of tables and helps you come up with landmarks, monsters and what they’re doing when you encounter them, and more. It also includes tons of tables. The most useful thing about it to me is coming up with landmarks. I mostly use Table Fables II for landmarks but when I decide I want to make a few for myself I use the Sandbox Generator to come up with some. I can’t express how useful this book is for those of you who love making hexmaps.

 

That’s just a few of the books I love using when playing solo TTRPGs. There are definitely more out there that are great for solo play. Let me know in the comments what your favorite books are!

Tuesday, April 29, 2025

Characters From Colossus

Hi and welcome back to my blog! I recently wrote short descriptions for each of the twenty-six characters in Colossus. That’s 25 Scouts (including the Main Character) and Noah, the villain.

Here they are:

Iris/Sparrow: Iris or Sparrow is your main character that you play as. His or her or their class is called a Jack, after Jack-of-all-trades, and is the only character with this class. The background of this character can be whatever you like to account for all of the amazing skills you can learn. This character can be named Iris or Sparrow to your liking and can be any gender.

Violet: Violet is a Cyborg bent on taking down Noah. She is stern and determined but has a temper. She does not laugh very often. She keeps her mind focused on the job at hand. It's possible she and Noah were once lovers. That might be why she desires to capture him so badly now that he's turned traitor.

Rose: Rose is a semi-famous Bard known for her joyous nature and sassy dance moves. She has a bit of a rivalry with Violet and Ivy. They trained together as children and are competitive with each other. Rose is fun-loving and sarcastic, but knows when it's time to jump into the fray.

Ivy: Ivy is a Nymph whose former lover was a Child of the Brier who died on a mission. She has taken her lover's death hard and has sworn to protect the new Clover, her lover’s daughter, from such a fate. She has a rivalry with Rose and Violet that spans their entire childhood. Ivy is quiet, contemplative, and always gets the job done no matter how large or how diminutive the reward is.

Clover: This Clover is a new Scout, and the daughter of the former Clover. Ivy is her stepmother and although she loves her dearly, Clover feels the need to strike out on her own and prove herself as a Scout. She is best friends with Raven and Dove. They have made a pact to always look out for each other.

Tulip: Tulip is a Psychic Elf from the Strange Lands who is mated to Hummingbird. They go nowhere without one another. They can read each other's minds and are bonded for life. If one dies, so too does the other. Tulip is quiet and does not speak unless something needs to be said. She keeps her judgements to herself but deep down she has a snarky inner voice.

Daisy: Daisy is a Blade, and known as the Lady in White by those she has rescued from bloodthirsty raiders, feral Mutants, and greedy bandits. Daisy is not one for idle chatter and gets the job done no matter the cost. Scouting is her life, her only passion. She has no other hobbies or loves. Her one true friend is her mentor, Swan. She does not trust Crow even though he is a fellow Blade.

Nightshade: Nightshade is a Survivor and the sister of Raven and Crow. She worries about her brothers for two very different reasons. She worries about Raven’s fragile nature, and about Crow’s violent one. She is the level-headed one of the three. She is a pragmatic problem-solver who always tries to do the right thing if it's possible. She is considered a great beauty with her black hair and blue eyes. 

Lily: Lily is a Medic who is professionally trained by Lotus. For a time she wanted to be a Lotus scientist instead of a doctor, but surprised even herself when she volunteered to be dipped in the miasma and emerged as Chosen. She still retains her book smarts even though her sheltered life hasn't really prepared her for the wasteland of the Spire.

Petunia: Petunia is a Mutant raised by feral Mutants in North Spire. From the time she was a little girl she would raid farms and caravans with her parents. A scientist from Lotus watched her perform a Miracle one day and took her away from her hungry, desperate life and did his best to “civilize” her in Crystal Heights. This mostly worked but every now and then a savage side of Petunia rears its ugly head.

Jasmine: Jasmine is a self-taught Gunner and the daughter of farmers who were killed by raiders. She became a Scout to acquire the skills to avenge her family. And she did. Now she travels the lands of the Spire protecting the smallfolk. She has a distaste for the wealthy and the powerful.

Lavender: Lavender is a Red Rivers Native with a wolf companion named Howler. She grew up in Red Rivers and has a great deal of respect for the land, its people, and its customs. Even as a Scout she is slow to embrace technology and would rather walk than trust riding on a motorcycle or in an airship. Wherever she goes, Howler goes. 

Marigold: Marigold is an Android from the Great War, though not quite as old as Swan. Marigold appreciates life greatly and enjoys the little things, like the taste of food or the smell of gasoline. They take great care in keeping their friends safe. They know that being human, the others aren't as tough as them. They also enjoy small animals and cute babies.

Phoenix: Phoenix is a Red Rivers Native with a pet dog named Sparky who follows him around. He would die for Sparky, and Sparky would die for him. Unlike most other Red Rivers Natives, Phoenix drives a motorcycle. This motorcycle has a little sidecar for Sparky. Phoenix is a little goofy and somewhat under-prepared for the amount of trauma that the wasteland has waiting for him and Sparky. He is determined to take down Noah, who was his mentor.

Hawk: Hawk is a Mutant, and anyone with eyes can see that. That's why he wears a mask and trench coat all the time. He is slightly ashamed of his appearance but fiercely proud of his abilities and his role as a Scout. He is older than one would guess and has been Scouting for over twenty-five years. He travels a lot with Violet and is one of the few people who can withstand her fierce temper.

Eagle: Eagle is a Gunner who was actually born in Red Rivers but left as a young man because he believes that the future will be better with technology. Eagle is a dependable Scout who never complains about the task at hand. He is a skilled gunslinger who has sworn several times that he will never return to Red Rivers where he now faces rejection from his former friends and family, and yet he often finds himself pulled right back into the troubles plaguing Red Rivers.

Hummingbird: Hummingbird is a Psychic Elf from the Strange Lands who is bonded for life to Tulip. He adores her and would do anything for her. He does not show this romantic side in the presence of others and rarely speaks unless spoken to. He and Tulip can read each other's minds and hold entire wordless conversations in that way.

Raven: Raven is a Medic and the newest Scout and a reluctant one at that. His brother is Crow and his sister is Nightshade. Raven’s best friends are Clover and Dove. He seeks to protect his friends and family but the truth is he is more than a little frightened about what the wasteland might have in store for them. He is a quiet, thoughtful young man who can sense distress. He always does his best to help.

Crow: Crow is a Blade and an almost-madman who is slowly succumbing to miasma sickness, a condition that affects some Chosen by deteriorating their sanity. Crow is unpredictable and hard to work with. He is sarcastic to hide the fact he is losing control. He laughs wildly at random times. His brother is Raven and his sister is Nightshade. His father was the former Crow and his mother was the former Violet, which might explain his unhealthy obsession with the current Violet.

Swan: Swan is an Android and the oldest of all the Scouts. They still have memories of the Great War. These memories haunt their dreams at night. They have promised themselves that they will die before they lose any more friends and will put themselves in harm’s way to protect those they care about.

Dove: Dove is a Child of the Brier, though he was not raised in the Brier. Rather, he was raised by Lotus and trained from childhood to become a Scout by Swan, who he considers his “true” parent. Dove’s best friends are fellow Brier Child Clover and Raven. Dove has a good, kind heart and loves the feeling he gets from helping those in need. Make no mistake, though: He will get his hands bloody if he has to. 

Canary: One of the newest Scouts after Noah killed the last Canary breaking into Lotus’s lab, this Canary won't die so easily. Because he has a secret: He's actually a robot invented by Lotus as a new kind of Scout. This is a secret even Canary doesn't completely understand about himself. He knows he's different, but not why. His programming is stuck in his subconscious, just where Lotus wants it to be…for now. Canary is a reliable Survivor and he can easily learn new skills of survival just by experience.

Rooster: When the former Rooster died on a mission with Crow, this new Rooster, a Nymph from the Brier, took his place. His brother was the former Rooster, and this Rooster suspects something is strange about Crow and became a Scout to investigate the circumstances of his forebear's untimely death. Rooster is loud and boisterous, but keeps his intentions close to the vest.

Owl: Owl is a Cyborg who grew up in a raider camp as a slave. He was thrown in a pool of miasma as a young boy and not expected to survive, but survive he did. He crawled out of that pit and unleashed a huge Miracle upon the raider camp, destroying it and freeing the other slaves. Word got around and Owl is now the hero other slaves captured by raiders pray for, and the man that raiders have nightmares about.

Robin: Robin is a Bard whose parents had big dreams for him as a performer, before he fell in a pool of miasma as a teenager and mutated. Though he is still handsome on the outside, he feels twisted on the inside. His dreams of stardom are dashed as he is relegated to a life of danger in the wasteland. He still enjoys singing and performing whenever he gets the chance, and he still talks and walks with a flourish, but deep down, as the deaths he's caused keep piling up, he wonders if when he fell into that miasma he didn't crawl back out as a monster.

Noah: Noah is the former Phoenix and a traitor to Lotus. He has stolen the skyship, The Chariot, as well as a few other of Lotus’s important experiments. He is to be captured or killed at any cost. No one knows his motives or where he's gone with the experiments and the skyship.

 

So that’s the characters I have so far in Colossus. I was thinking of just keeping these characters in case others find new characters all on their own while playing Colossus. After all, my game won’t look exactly like anyone else’s game. I’ll add everyone’s stats in an upcoming article.

 

More About Colossus

 Hi and welcome back to my blog! This article will detail the lore of Colossus in more detail.

Long ago, the world as we knew it was destroyed in a battle between the humans of earth and the Yaun, reptilian aliens bent on dominating every planet they discovered. The humans used a toxic liquid known as miasma to kill all of the Yaun, but at a cost. The world ended. But then it was reborn. Now, in this dystopian land known as the Spire, Scouts protect the weak. They are the few who survived being dipped in the mysterious waters of miasma and gained supernatural powers. They use these powers as they patrol the wastes of the new world.

Scouts work for Lotus Inc., the leading science corporation in the Spire. Lotus has their hands in everything that transpires either in North or South Spire. Their main building is located in Crystal Heights. Lotus is run by three mysterious figures who hide behind giant mechanical dragon heads. While Scouts mostly find missions on their own, occasionally Lotus will send a letter or message to a Scout demanding a specific mission be completed.

There are 25 Scouts of the Spire, counting the main character, who is named either Iris or Sparrow and can be a woman or man or nonbinary, depending on your preference. For the most part, women of the Scouts are named after flowers and men are named after birds. There are two Scouts for each class. The main character (that’s you!) plays as the thirteenth class, the Jack, as in Jack-of-all trades. Unlike the other classes, the Jack isn’t bound to the four skills of a specific class and can pick any skill from any class when they level up.

As for the other classes, they pick from the four skills that are given to them up to level five, and that is when the customization really begins and you can start picking any skills for that character from any of the other classes.

So what is the Spire? The Spire is a land full of greedy bandits, bloodthirsty raiders, mutated bugs and animals, cyborgs and robots, and feral mutants. But it is also home to hardworking folk who just want to eat their meals, go to sleep peacefully at night, and enjoy their families. These are the people the Scouts protect from the dangers of the wasteland.

Who are Scouts, exactly? Scouts are Chosen, or survivors who were plunged into the miasma as children and survived. Most Chosen become Scouts, although others use their power over Miracles for more selfish reasons. Others become Keepers, scholars who study the effects of miasma and the mystery of Miracles. Usually when or if a Scout retires, he or she joins the Keeper’s organization. Most Scouts don’t retire, though. The wasteland is a harsh place. Many die in battle.

The Spire is divided into the North Spire and the South Spire by the Moare Highlands. North Spire has more dangerous terrain and is full of mysterious locations and ruins. South Spire is more civilized with grasslands and forests, but still just as dangerous with raiders and bandits and mutated creatures. To the northeast are the Strange Lands, where the Psychic Elves live. To the southeast is an island called Chesris Island, where a colony has been established to explore the new territory.

What are the character classes? Other than the Jack, which only the main character is, there are twelve other classes. They are: Red Rivers Native, Child of the Brier, Nymph, Psychic Elf, Cyborg, Survivor, Medic, Mutant, Gunner, Blade, Bard, and Android.

Red Rivers Natives are natural denizens of the Red Rivers territory going back hundreds of years. They reject most technology and fight with bows and machetes. They are highly connected to nature and easily make companions out of animals and explore rough terrain.

Children of the Brier are from the Brier in South Spire. They are a mystical race of people who are connected to the wilderness on a supernatural level. They don’t use any technology  (unless they are Scouts) and fight with staffs and clubs.

Nymphs are the sworn guardians of the Children of the Brier. They are protective over their “flock” and will sacrifice their own health to protect their friends. They use spears to attack which they can throw for double damage.

Psychic Elves are from the Strange Lands and are experts in using miracles. They use staffs to fight with which gives them an extra Ability Dice. Psychic Elves mate for life and always travel together.

Cyborgs are half man, half machine. They use their powerful gun arms to attack multiple enemies at once and fight with either machetes or pistols.

Survivors are experts in dealing with the wilderness and can mix ingredients even outside of settlements to make grenades and potions. They fight with axes.

Medics are healers who fight with daggers. They are experts at rationing their supplies.

Mutants are bare-fisted fighters who get to attack twice in one round. They are often looked down upon by society for their mutated appearance.

Gunners are experts in firearms. They only attack with pistols.

Blades are experts in two-handed swords. Their sword also acts as an extra Armor.

Bards are singers and dancers who enchant those around them, friend or foe. They attack with whips and flails.

Androids are an amalgamation of robot, human, and Yaun, remnants from the Great War. They make excellent tanks and attack with sword and shield.

Then of course there’s the Jack, which as I mentioned, can be anything and have any skills.

The party system in Colossus works as follows: You have a bond with someone that can be either Nemesis, Archenemy, Enemy, Rival, Stranger, Acquaintance, Friend, and finally Best Friend/Lover. Based on what your relationship is with that Scout (of which there are twenty-four besides the Main Character), you have a chance that they’ll go on an adventure with you. A Rival has a 2 in 6 chance of going on an adventure with you, a Stranger has a 3 in 6 chance, an Acquaintance has a 4 in 6 chance, a Friend has a 5 in 6 chance, and a Best Friend/Lover will always accompany you. You gain a Friendship Point each day that you travel with a Scout, and you can also spend extra time with them for another Friendship Point or give them gifts for 3 Friendship Points. At ten Friendship Points, you go up a Friendship Level. So it goes: 0 Stranger, +10 Acquaintance, +20 Friend, +30 Best Friend/Lover. For the negative bonds like Rival and Nemesis, it goes: -5 Rival, -10 Enemy, -15 Archenemy, -20 Nemesis.

The way you recruit Scouts to go with you is you go to the local tavern and roll on a table to see which 8 Scouts are currently there. Then you roll a d6 to see if the person you want to go with you will say yes.

So that’s all for now. I’ll probably post more about Colossus before I write up the excerpts of my current playthrough. I’d like to make a free PDF about the rules and lore in the future.

 

Perils & Princesses Solo Gameplay (Excerpt 1)

 Hi and welcome back to my blog! Here it is finally! The first excerpt from my solo gameplay of Perils & Princesses.

A disclaimer: I invented my own world, monsters, items, and characters for my game. There’s a lot here you won’t find in the core book or in the adventure supplement. I also didn’t strictly play by the rules all the time. For one thing, I definitely made some mistakes in the beginning as I tried to learn how to play. The first dungeon is just for me to practice my combat and skill checks. Secondly, I make mistakes along the way, too, as I am human. I am juggling four characters which, granted, isn’t really that hard with a game like this, but still mistakes and forgetfulness happen.

The important thing is I had fun playing it my way, and maybe reading this will encourage you to play Perils & Princesses your own way too!

Here are the list of main characters for the story.

Main Characters:

Princess Robin of Cherry Acres: Robin is a secondborn child. Her Fairy Godmother is a Fairy Queen. She has an Enchanting Voice. She is regal and dignified, save when it comes to matters of the heart, then she is a hopeless romantic. She is the de facto leader of the group and always speaks with a confident voice. She does have a rebellious streak in her and doesn't always listen to her brother or her father if she thinks there's a better way to do something. While skilled with a sword, she will still elect to use mercy when she feels it's applicable.

Princess Elwin of Little Castle: Elwin is the fourthborn child. Her Fairy Godmother is an Ancestor. She has a Healing Touch. She is kind and beautiful and tries to help those in need. She prefers mercy over violence, though she is quite skilled with her frying pan. She is an ardent worshipper of the pantheon and prays whenever she has the chance. She is adored by her father and her kingdom, though she is perhaps too naive and sheltered for her own good.

Princess Kit of Whispering Spire: Kit is a thirdborn child. Her Fairy Godmother is a Crone. She has Sage Intellect. She is a whimsical scholar in both magic and science and knows quite a bit about history too. Socially she is a little awkward, unless an argument about monster ecosystems comes up, then she's as eloquent as any bard. She is self-conscious about her big glasses, not realizing that most people find them cute. She is never afraid to voice an opinion or a fact.

Princess Fern of Lonely Wilds: Fern is a seventhborn child. Her Fairy Godmother is A Spirit of the Forest. She has a Wild Heart. She is brazen, unladylike, and tough, but nothing gets to her faster than hurting her friends. She is extremely loyal but still has her own voice and opinions which she is not afraid to voice. She is headstrong and stubborn, but kind to those she loves and gentle to those who she feels deserves it. She loves training and becoming a stronger warrior.

Villains:

Queen Mythia Darkflight: Queen Mythia Darkflight rules over the kingdom of Vekadal. It is a dark place full of monsters, goblin slaves, and evil magic. She has conquered two other kingdoms already and seeks to rule over the entirety of Eswain.

Princess Ash of Misty Crossing: The crowned Princess and traitor to her own kingdom, she is Queen Mythia’s loyal henchman and the sister to the wanted thief, Prince Wolfe.

Draeg’zur: The lich Draeg’zur hides in his secret tower in Whispering Spire. He desires to rule over the land again, as he once did in a mostly forgotten past.

Aretha Rex: The bitter witch Aretha Rex lives in a swampland in Lonely Wilds. She plots her revenge against the Royal Family.

Ylzrug: Ylzrug the Coldheart Dragon lives in the caves of the highest mountain of Little Castle. He salivates at the thought of eating his fill of miners.

Ripley the Scarred: The Bandit King Ripley the Scarred haunts the roads of Cherry Acres, stealing merchants’ and farmers’ hard-earned wares and forcing entire villages to pay protection money to his crew.

Here we go:

The world of Laislush is full of many kingdoms. In the Prism Realms, princesses protect their kingdoms from dark threats, watched over by their protective Fairy Godmothers. The princesses must brave an underground dungeon in order to prove their worth to their Fairy Godmothers that they strong enough to protect the land of Eswain and earn their magical items. The four princesses are Robin, Elwin, Kit, and Fern. They meet for the first time in front of the caves to the Spider Dungeon. Complete this dungeon, and their Fairy Godmothers will give them magic items.

They enter the Spider Dungeon and see webs everywhere and dead animal bones and carcasses. They go down a corridor and Kit gets tangled in webs. Robin cuts her down with her sword. They go through the room to the left and encounter a giant spider. Kit acts first. She fires her bow at the spider for 5 damage, leaving 3 HP left. Robin attacks next. She misses. Elwin attacks next. She hits for 3 HP and kills the spider. There is nothing else in this room, so they go back out through the corridor and head right.

They encounter three servant goblins. They win the battle. They go east to the next room. They encounter four more goblin servants. Robin and Fern go first. Robin attacks and misses. Fern attacks and misses. The goblins attack. The first goblin attacks Robin. It hits for 4 HP. The second goblin attacks Elwin. He misses. The third goblin attacks Kit. It hits for 1 HP. The fourth goblin attacks Fern. He misses. Kit attacks with her bow next. She does 5 damage, killing one goblin and leaving three. Elwin attacks next. She misses. Robin attacks next. She attacks for six damage, killing a goblin and leaving 2. Fern attacks and kills another goblin, leaving one. The last goblin flees and leaves 6 silver. Robin takes the silver.

They take the corridor north and encounter 5 Vampire Bats. Robin goes first, Elwin next, then Fern, then the bats, then Kit. They win the battle. They go down a corridor. Fern gets tangled in spider webs. Robin cuts her down with her sword. They go into a large room and encounter a giant spider. The giant spider attacks first. It attacks Fern. It Wounds her. She gets a scar across her face. Robin attacks. She damages the spider for 6 HP. Fern attacks. She damages the spider for 6 HP, killing it. They approach a locked door to the north of the room. Kit tries to unlock it with a bone needle. She succeeds. They enter a large room and encounter another giant spider.

Robin tries to talk to it. The spider can’t speak but it can communicate by writing with its appendage in the dirt. Robin says they’re just here for the treasure and have no desire to hurt it. The spider allows them to pass. They go through a corridor and part of the ceiling falls. Elwin is struck by it and loses 1 HP. They enter a room and find a locked treasure chest. Using the bone needle Kit opens it. Inside they find an iron pry bar. Fern takes it. They go north and encounter a locked door. Using the pry bar they open the door. In the room behind it is a giant boss spider with 10 HP.

The spider attacks first. It attacks Elwin and misses. Robin attacks with her sword. She hits it for 4 HP, leaving 6 HP left. Fern attacks next. She hits it for 9 damage, killing it. Behind it is the door to the treasure room. They enter it. They find a treasure chest full of magical items from their Fairy Godmothers. Inside they find a Courier Raven (for Kit), a Climbing Rope (for Fern), a silver sword (for Robin), and a hat that allows the wearer to cast Magic Dark (for Elwin).

Some time later…

The princesses are invited to a grand royal ball in Cherry Acres, hosted by Robin’s older brother, the crowned prince, Prince Sparrow. At the party will be the former prince and princess of Golden Summit, nobles, heroes, and more. The princesses are all dressed in fancy ball gowns. They attend the royal ball. Prince Albertus of Golden Summit asks Robin to dance. Robin accepts. As they dance, she slightly better than him, he talks about the danger of Queen Mythia. He says in order to defeat her and reclaim the lost kingdoms she usurped, Eswain and the Golden Resistance must band together. Robin promises to bring this to the attention of her father and older brother.

Suddenly six masked bandits attack the ball. The knights at the party quickly dispose of the bandits. They capture one for questioning. The mess is cleaned up and the ball resumes. A young man bumps into Kit and she quickly notices her silver necklace is missing. She searches the party for the young man and finds him on his way out. She demands his name and the necklace back. He won’t tell her his name but he returns her necklace. She recognizes his clothes as that of Misty Crossing’s adventurers. She asks for his name again. This time he tells her he is Prince Wolfe, thief extraordinaire. She tells him that it is not fitting for a prince to be a thief, even a former prince. He tells her she’s just lucky she caught him. Most nobles don’t. Then he leaves, saying see ya around. Fern talks with the elven enchantress Ysara about some troubling dreams she’s been having about a witch in the swamps of Lonely Wilds. Ysara recommends she speak of this with her Fairy Godmother; or in fact it could be she who is sending the dreams. Fern says she’s going to ask her mother to send some knights to investigate the swamp. Kaspian Da Ville, a roguish treasure hunter, is flirting with a disinterested Elwin. He is bragging about his latest artifact find.

Merten Geritsz, the half-elven trader, cuts in and asks how much he thinks the artifact is worth. Kaspian and Merten start negotiating prices while Elwin sneaks away. Overall, besides the bandits, the ball is a success. Cherry Acres maintains its good reputation.

After the ball, Robin tells Prince Sparrow what Albertus told her. He says he is aware of the threat Queen Mythia poses but it is too early to act rashly. He says he will be hosting Queen Mythia shortly and wants to hear her side of the story before making a decision. Robin tells him that by then it may be too late, if Queen Mythia truly has her eyes set upon Eswain. Sparrow says his decision is final and now he must deal with this bandit attack on the ball.

He says the bandits belonged to Ripley the Scarred’s gang. Ripley has been a thorn in Cherry Acre’s side for almost a year now. He tells her of one of Ripley’s hideouts that they know about. It’s in some old ruins to the east, about four days worth of travel. Robin says she and the other princesses will go check it out. They gather together their belongings and set out to Ripley’s hideout.

 

So that’s Excerpt 1 of my playthrough of Perils & Princesses! I hope you enjoy it and keep checking back for more!

Monday, April 28, 2025

Review: Perils & Princesses (Solo)

Hi and welcome back to my blog! Today I wanted to review one of my favorite TTRPGs: Perils & Princesses. Specifically, I wanted to review how it plays solo.

Perils & Princesses is written, illustrated, and designed by Ryan Lynch, and wow does he do a great job with the artwork. Immediately upon looking at the front cover, you get the total vibe of the game: Adventuring princesses in a slightly dark fantasy, fairytale world. The artwork is pretty consistent and original throughout, although there are what appear to be a few stock images here and there. For the most part, though, this vibe is present throughout the whole book. And while the book may be small, it is beautiful to look at and inspiring to flip through thanks to the wonderful illustrations. As a bonus, on the inside of the front cover are the quick start rules. This helps you easily keep track of information without having to flip through the whole book. The book itself is organized really well, especially compared to something like Four Against Darkness.

Now while the game is called Perils & Princesses, you are free to play whatever gender you choose. The word “princess” is mostly used as a title or even an adjective. In a funny moment, Lynch even compares the actions of Luke Skywalker as princess-y. It really drives home that you don’t have to be a posh, Snow White-esque princess to play this game.

The game comes loaded with eight classes based off of classic princess personality traits and powers. The classes are called Gifts and one example of a Gift is the Wild Heart, someone who can speak with animals and at level four, even transform into one of them. Each level you gain nets you one new skill, and the skills are pretty awesome and useful no matter what kind of game you are playing. If you are more of a combat person, the Gift of Elemental Connection where you can blast enemies with the elements might be more for you. If you are playing a charisma-savvy character, you might want to try having an Enchanting Voice. There’s really a good class for you no matter your playstyle.

It is a bit of a bummer that you can only level up to Level Four, but I also understand that it’s for balancing reasons. Once you reach Level Four, you advance your character more by finding magical items. I made my own list of magical items for my game and only took a few from the book. They were really easy to make and to connect to the game world.

Speaking of magic, in this game magic works by using Gift Dice. You gain one Gift Dice per level, so at Level Two you have two Gift Dice, and so on. You can determine how many Gift Dice you want to use against an enemy. For example, if you are casting Fireball, and you’re Level Two and want to use both of your Gift Dice, you roll two d6’s and take the sum of the dice as the damage. If you roll a 1-3 on a Gift Dice, you can save it for later, but if you roll a 4-6 on a Gift Dice you lose it until you rest again. It’s an interesting way for magic to work. It took me some time to get used to it, but now I love it and have even converted it into my game that I’m working on, Colossus.

Combat is an important part of Perils & Princesses, believe it or not. Yes, these princesses can fight and come with loads of weapon choices from umbrellas to greataxes. The bestiary is not too large, but it’s large enough for a campaign. I find it easy to make my own monsters and enemies. If you are having trouble doing so, it provides a monster generator in the book.

You have three core stats: Resolve, Grace, and Wits. You use Wits for combat order, Grace for dodging, and Resolve for melee attacks. When doing a Virtue Test, or a check, you always roll your stat or under to succeed. 20 always fails and 1 always succeeds.

There are also things called Heart Dice that I didn’t really use with my game because I was playing solo, but it’s basically where you get a free reaction in combat to help out a friend with a roll and you roll what’s called a Heart Dice. I’d have to play in a group to really get a feel for it.

That’s the basic premise of the game’s mechanics. The book also comes with advice for adventuring and it even comes with a starting adventure. I didn’t play the starting adventure but it looked really simple for someone new to the game.

Speaking of which, this game is incredibly easy to learn and would be great for kids as well as adults who love fairytales.

Playing solo was an absolute blast, even after I hit fourth level. I wrote over a hundred pages in a notebook chronicling the adventures of Princesses Robin, Elwin, Kit, and Fern. I decided to make a four-person party instead of a one-person party because the game is recommended for 1-5 players plus a GM and I assumed four would be a good number to keep the encounters balanced. And I was right. If you are playing solo do yourself a favor and take control of four characters. They’re really easy to manage, there’s not that much accountant-work to deal with in this game even if you play solo.

I played in a sandbox way with my own custom maps and events and monsters and magical items. It’s recommended in the book to make it a hexcrawl, but I didn’t do that. When I wanted to travel from one destination to another I just looked at my map, made a quick guess how many days that would take, and then set off on my journey. But now that it’s in hindsight, I would like to try it again as a hexcrawl. Maybe someday.

It's highly recommended you make your own world and lore to increase the length of the game, unless you only want to play a few sessions, then I recommend starting out at level two so you start out with more skills.

There is an adventure book out for it called Sweet Revenge. I have it but haven’t played through it, but you can bet I rummaged through it for magical items and spells. There’s also currently another supplement for it on Kickstarter called the Night Market. I plan to back it soon. More Perils & Princesses is always a good thing.

Do I recommend this game? Yes, yes, yes! It’s so much fun and easy to learn. It’s a little OSR with certain rules like equipment limits and such. It’s perfect for a small campaign unless you have enough imagination to make a world out of it, and then it’s fun for multiple campaigns. Soon I’ll be posting excerpts from my Perils & Princesses game here on the blog so stay tuned!

My Six Favorite Tools For Solo Play

    Hi and welcome back to my blog! Today I want to talk about my favorite tools for solo play. These are websites, apps, and items I use to easier facilitate solo RPG game playing.

Two Notebooks

    To start, I use two different notebooks. One is for chronicling my adventure and is for story beats and keeping up with the current adventure. The second one is for keeping a combat log and keeping track of status effects and the current HP of my characters and the enemies they’re fighting, as well as little notes to remind me of things, like how long it’ll take me to get to the next settlement from the dungeon. Notebooks are cheap and can be found in just about any store. I highly recommend at least one per game, with the second notebook you can use for keeping track of combat in all your games.

Dice App

    I love using real dice, I really do. But sometimes it’s just not feasible. That’s where dice apps come in. They can be found in the app store on your phone. I use RPG Simple Dice for Android. It has the basic seven dice, plus a history of what dice you’ve rolled. There are surely more in the app store for whatever brand of phone you have. I highly recommend for when you want to play but using real dice just won’t work for where you are or what’s going on around you.

Inkarnate

    I use the website Inkarnate to make almost all of my maps. It’s an easy mapmaking software even for those with no mapmaking skills to speak of, like myself. They look clean and professional and while there’s a free version, the monthly subscription fee is nice and cheap at $5.

Google Docs

    Google Docs is the greatest idea anyone has ever come up with for creative writers. It lets you type on the same document from your phone to your laptop or computer. I use it for everything lore and mechanics-related. From making my own character sheets to detailing lore or making tables, Google Docs is always pulled up on my phone.

Fantasy Name Generator

    Fantasy Name Generator is a website with a plethora of randomly generated names for characters, locations, items, and even has more obscure generators for coming up with magic weapons and holidays. I always have it open in a tab on my phone. Best of all, it’s free and saves your name choices if you want.

Core Rulebooks

    If you’re playing a solo TTRPG based on a specific pre-made game, the core rulebook is a must. One core rulebook I always use no matter what game I’m playing, though, is Four Against Darkness for its dungeon generator. Another good one that’s full of tables is Worlds Without Number. Knave 2 Edition also has a lot of great tables that I’ve used for other games. As you explore more games solo, you’ll find things from one game that might work in another and that will evolve your gameplay.

    There you have it. Six tools I use in solo RPG gameplay. Feel free to leave your own favorite tools in the comments.

Let's Talk About Goliath

     Hi and welcome back to my blog! Today I want to talk about the world of Goliath, a setting that's lived in my head for almost twenty years now. When I was twelve I wrote and drew a comic book set in a world called Goliath that's populated by numerous tribes who are all trying to live together in peace. It starts out in Darkday Academy, a school built and run by a man who seeks to find harmony among the tribes. The academy is open to children and teenagers of all tribes and teaches them how to defend themselves, use magic if they are capable, and how to get along with those who are different than they are.

    In my solo game, Goliath, you start out at the academy for up to level five, and then you graduate and become a Warven, what they call a graduate of the academy. Warvens travel the lands helping people and defending the weak.

    Goliath's combat system is based off of Four Against Darkness, but it has lots of mechanics that I Frankensteined from other games or just came up with myself.

    Eventually I'll get around to posting excerpts of my playtest with Goliath.

    In the game, you begin as a student at Darkday Academy. You attend classes for the week, spend time with friends, go shopping at the local market, and on the weekends go on missions for Aiden Darkday himself. You need 10 XP to level up, and you gain 1 XP for each battle encounter, unless it's against a boss, then you gain 2 XP. You also gain 2 XP for each successful mission. At level five you graduate the academy and become a Warven, and then the game really opens up for you. You are then free to explore and go anywhere and join guilds and work under patrons and choose your own destiny.

    There are fourteen tribes, or classes, to choose from when you create your character, and some tribes have variations. Like Healers: You can choose to be a Mage Healer or a Physician Healer. A Mage Healer can use magic to heal, while a Physician Healer uses items really well to heal. Or like the Spiderfolk: You can play a two-armed Spiderfolk who is better at stealth, or a four-armed Spiderfolk who can hold more equipment at once.

    There are also the skills you can learn in class or from studying skill books that can make each character unique, even if they are of the same tribe or class. That was a very important aspect for me to include because I love replayability in games as well as branching choices.

    Now onto some lore. The story is set on the planet Goliath, in the continent of Azalene. Azalene is divided into four countries: Alistair, the west country; Constance, the north country; Isidore, the south country; and Selene, the east country. Darkday Academy is in Alistair, the seat of the Conjurer Empire.

The Playable Tribes are:

Conjurers, Night Protectors, Deathseekers, Kirens, Spiderfolk, Catumen, Healers, Lightning-Wielders, Wind-Wielders, Sand-Wielders, Fire-Wielders, the Tane, Hevaelies, and Day Watchers.


Conjurers:

Appearance: Conjurers may be very pale to incredibly tan. They can be born with any shade of blonde, brown, red, or black hair, and have eye colors of any shade of blue, green, brown, violet, red, or amber. They are an average-sized tribe. Women may be anywhere from 5’ to 5’10, while males may be anywhere from 5’5 to 6’3. Notes: Conjurers were once part of the Wizard tribe, but split off into their own tribe in part due to how they desired to filter their magic. Conjurers filter their magic through their own bodies, without use of wands or other tools. This can be dangerous to the person performing the magic, but the magic is more potent. Conjurers are also warriors, rivaling even the Day Watchers in martial prowess and often combining their magic with their martial skills to transform themselves into formidable combatants. It is through their unique way of combat that they conquered all of Azalene, forming a mighty empire to rule over all other tribes of the continent. Conjurers do not often use magic in their daily lives as using it unfiltered is taxing on the body. Magic is mostly used to attack or to defend themselves.


Night Protectors

Appearance: Night Protectors have skin that varies from incredibly pale to very tan. They are known to be born with any shade of blonde, brown, red, or black hair, but many dye their hair wilder colors. As they age, their hair naturally turns gray or white. They can have eye colors of any shade of blue, green, brown, violet, red, or amber. They are an average-sized tribe. Women may be anywhere from 5’ to 5’10, while males may be anywhere from 5’5 to 6’3. Notes: Night Protectors were once part of the Wizards tribe, but split off from them in the Modern Era due to a civil war that was partially over how best to filter magic. Night Protectors filter magic through tools like wands, staves, and books. Night Protectors are allied with the Spiderfolk and can be found living in their underground cities, as well as the larger cities on the surface. They have a cold relationship with Conjurers to this day, and still remember when their two tribes were one. Night Protectors utilize magic in much of their daily lives, and learn little to no physical martial skills. They enjoy a good magic duel between Night Protectors and begin learning magic from a very young age. Outside their tribe, they are thought to be secretive and quiet. Night Protectors are much like their Spiderfolk allies in that they only speak when they believe something needs to be said. They are slow to trust others outside their own tribe. Night Protectors in Alistair tend to wear dark colors, while Night Protectors in Isidore are more colorful in dress.


Deathseekers

Appearance: Deathseekers have light brown skin and dark brown or black hair. Deathseekers have bright green “Spider Eyes”, eyes that have pupils which divide the eyes into eight sections, allowing the Deathseekers to see into the future, past, or even elsewhere in the present. Adult Deathseekers are generally between 5’3 and 5’6 for women and 5’6 and 5’9 for men. They all wear chokers with a chain attached to a crucifix, a symbol of protection from demons. Men and women both wear their hair long, women down to their ankles, men to their waists. They often tie their hair up in braids. All have a tattoo on their left shoulder in a unique shape that glows whenever they use their psychic powers. Notes: Deathseekers are a matriarchal society where women hold the highest positions of power. It is claimed that women have a stronger link to their psychic powers and a stronger tie to the spirit world Delianth, given their ability to create life. Men are placed in more martial positions, mostly as soldiers and hunters. Both men and women work forges, create art, cook, and raise children. Unlike other tribes, Deathseekers always have a queen rather than a king to rule them, and take on the maiden name of the woman’s mother when married or having children. They are psychic, with bright green Spider Eyes. During the era before the Dragons ruled, Deathseekers acted as stewards for the Spirits. They could travel between Delianth and Goliath in their dreams and using the World Trees. After the Spirits left Goliath and left Dragons in charge, however, the Deathseekers settled in the country of Vyush. It is there that the largest population of Deathseekers on the planet has remained. In the Romantic Era, fleets of ships full of Deathseekers left Vyush bound for Azalene. They settled in the country of Constance. The Constanci Deathseekers have been major players of trade and royalty in Azalene ever since. The Constance Deathseekers are allied with the Wind-Wielders.


Kirens

Appearance: Kiren have long limbs with rubbery joints, narrow bodies, and skin the color of white chalk. Their bone structure is superfluous at best and they are known to have red, pink, blue, or purple hair and eyes that match. They are a tall tribe, females averaging between 6’ and 6’5 and males averaging between 6’5 and 6’8. Men and women tend to keep their hair short. Many do not express any gender preference at all. Kiren cannot grow beards or body hair. Notes: Kiren are a mysterious tribe who live together in their city of Kira, are rarely seen outside of it, unless on official Kiren business, and harness the power of steam technology. They favor guns over swords as weapons and are feared by other tribes because of this. The Kirens are the only tribe to exclusively use guns, going on from the Heroic Era, when gunpowder was first discovered in Fenri's Courtyard and eventually recreated. The continent of Azalene held its breath, waiting for what they thought would be an inevitable war of oppression from the Kirens for power and dominance with their new incredible weapons. This war never came. The Kirens are not ambitious for power but for discovery and invention. They horde their secrets from other tribes. Kirens trust no one but other Kirens. Most remain in their giant city of Kira, only travelling out on pilgrimages to Fenri's Courtyard. It is possible to be exiled or leave Kiren culture. Most who do leave for one reason or another eventually become mercenaries. Still, they do not reveal the secrets of the Kirens. Kirens do not have families the way many other tribes do. They mate for life in arranged marriages, but any children borne to them are sent to nurseries where they are raised and taught history, math, science, and how to use a gun. When they are 12 they begin their first pilgrimage to Fenri's Courtyard to find some new piece of technology or artifact and return it to Kira to be studied. When they are 18 they are married in arranged marriages. Kiren men and women are equal in all things and work the same jobs, even wearing the same kinds of clothes and hairstyles.


Spiderfolk

Appearance: Spiderfolk have two large fangs that always hang out of their mouths and sharp teeth. Their skin ranges from pale to dark brown. Many Spiderfolk born in the wild are born with four arms. Their eyes are black, as are their lips and fingernails, which are quite sharp. Males and females can be anywhere from 5’3 to 6’3. Spiderfolk with four arms tend to be on the taller side. They do not naturally grow body hair, but many, both male and female, wear wigs. Notes: Spiderfolk are part spider, part humanoid who live in caves and forests, though some may be found in the larger cities. They are quiet, straight-to-the-point, and secretive. Spiderfolk are a secretive, quiet tribe that do not speak unless something needs to be said. They live in caves and the dark parts of the forests, though some can be found in the larger cities as well. They farm giant beetles for food and raise giant spiders as pets and mounts. In the Modern Era they have an alliance with the Night Protectors. They are completely hairless but many, men and women, enjoy wearing wigs. Some Spiderfolk are born with four arms instead of two. These are considered lucky and often act as wise men and women. Spiderfolk are looked upon with both curiosity and slight suspicion from other tribes, but most Spiderfolk do not care what others think of them, not even other Spiderfolk. Like the Deathseekers, Spiderfolk have a matriarchal society where mothers are in charge of families and make all of the biggest decisions for their offspring. The Spiderfolk cities are ruled by councils that consist of both men and women. Contary to popular belief, Spiderfolk give birth naturally and do not come from eggs.


Catumen

Appearance: Catumen are half cat and half humanoid. As such, they have cat ears instead of human ears, furry tails, and clawed fingers and toes. They also have sharp teeth and keen cat-eyes. Their hair and fur come in a variety of shades and patterns. Their skin tends to be pale to tan and light brown to dark brown. They are not usually very tall, women averaging 5’ to 5’5 and men averaging 5’3 to 5’6. Notes: Catumen are hunters at their core. They hold hunting tournaments, almost exclusively hunt their food, and hunt to provide gifts and tokens to one another. They wear the pelts of what they have slain and use the bones to make tools. When they fish they use spears fashioned from wood and rocks. Men and women both learn to hunt and fish and forage. There are 24 clans of Catumen in Kota Forest. Catumen marry outside their clan, and the wife lives with the husband's clan. There are Catumen who seek greater glory than hunting or marriage. These Catumen can be found in larger cities of Azalene. They usually work as hunters, guards, or in physical labor jobs. Catumen are fond of naps, food, and shiny objects. Most Catumen have their own horde of useless shiny stuff that they use for trade or just to collect.


Healers

Appearance: Healers have long noses extending from their forehead down to the lower-middle of their faces. They are considered exotic-looking, typically with tan skin and, for both male and female, long hair. Their hair can be any shade of red, brown, or blonde. Their eyes are usually blue or brown. They are on the tall side for most tribes, women averaging between 5’8 and 6’ and men averaging between 6’ and 6’5. The women wear long leather skirts and the men wear leather pants and jerkins. They are known to dress modestly with comfortable footwear suited for traveling. Notes: Healers are a nomadic tribe that travels in troupes across the world. They can be found at every corner of Goliath. They do not, nor have they ever had, any nations of their own due to their nomadic nature and also their pacifist nature. They do not learn any martial skills and immerse themselves fully into the healing arts. They do hunt and offer prayers before every meal. They do not kill unless it is to eat. Because of this they often have to hire mercenaries to guard their troupes as they travel. Only half of all Healers can use magic to heal. The other half learn more natural methods of healing such as surgery and mixing potions and medicines. Not all Healers live a nomadic lifestyle; some set up shops in cities and most royal families have a royal healer. Healers ply their trade for coin but if a patient has no coin they are willing to accept trade and temporary service as well. Healers dress and behave modestly. They are rarely selfish and are often willing to help others even at their own peril.


Lightning-Wielders

Appearance: Lightning-wielders have pale to tan skin with brown, black, blonde, or rarely red hair and blue, brown, or gray eyes. Notes: Lightning-wielders are from eastern Azalene, from the nation of Selene. They have the ability to form lightning from a cloudy day or even from the static electricity around them. Like Kirens, Lightning-wielders are ambitious in their pursuit of knowledge and invention and regularly have pilgrimages to Fenri's Courtyard to investigate any new technology or artifacts. Lightning-wielders have never been true royalty but have always been scholars and scientists.


Wind-Wielders

Appearance: Wind-wielders are pale with blue, white, silver, gray, or light blonde hair and blue or gray eyes. Notes: Wind-wielders are a tribe that is loyal to the Deathseekers of Constance. But before the Deathseekers came, it was Wind-wielders who colonized and braved the elements of the cold north. They fought amongst each other for millennia for control over territory until the Deathseekers arrived and created peace. The Wind-wielders have served and stood beside the Deathseekers ever since. They are warriors, hunters, and fishermen. They wear heavy furs and can withstand the cold better than most other tribes.


Sand-Wielders
Appearance: Sand-wielders have light brown skin with red, black, or brown hair and brown eyes. Notes: The Sand-Wielders were once Earth-wielders until the Dragons pushed them back into the desert. Eventually, they taught themselves to wield sand and most lost the ability to wield earth. Now in order to wield earth, Sand-wielders require many long years of training. Sand-wielders were once kings and queens in the Desert of Sanai before the Conjurers conquered Alistair. They have never forgotten this. The Sand-wielders ride camels and thin horses bred specially for the harsh desert climate. It is a rite of passage among them to kill his or her first giant scorpion at 12. In the Sanai Desert is a great coliseum where many boast their combat prowess, but Sand-wielders always get the loudest cheers from their own people. They wear colorful, bright colors and big-brimmed hats and hoods to combat the harsh desert sun.

Fire-Wielders
Appearance: Fire-Wielders are tan with red, brown, or black hair and yellow, red, or brown eyes. Notes: Fire-wielders were the last tribe to defect from the Dragons during the reign of Dragons. They can create fire using the oxygen in the air. They are warriors and historians. They are the ones who chronicled most of the information about the Dragon War after the Great Split. They are from Isidore in southern Azalene. They live at the base of a great volcano. A rite of passage is to bathe in the volcano when one becomes 18 to prove himself or herself an adult and a full-fledged Fire-wielder. They are fond of competing in hand-to-hand combat with each other and celebrate tournaments and duels year-round.

The Tane
Appearance: The Tane are a short race with stout, muscular frames who adorn themselves almost completely in tattoos as they age. They tend to have light to dark brown skin with dark brown or black hair that turns silver, gray, or white as they age. They have big feet and big hands with large brown eyes. In height, women are often between 4’5 and 5’ and men are often between 4’7 and 5’2. Notes: The Tane are divided into four castes: the miners, the artisans, the warriors, and the merchants. They do not grow their own food, and only in times of desperation do they hunt, so they trade their own goods for necessities. They mine iron and other precious metals and gems and sell them, as well as the pottery and art that the artisans make. In return other tribes provide them with food, weapons, wood, and cloth. The Tane mostly live near wherever mining is best as it is the cornerstone of their tribe. Merchants travel far and wide trading goods. Family and kinsmen are important to the Tane, and entire generations of families work and live together. The Tane originally heil from the Isle of Bluut, but during the Heroic Era many traveled by boat to Azalene and set up roots in what is modern day Alistair. The Tane in Bluut are ever in disputes and occasionally at war with the Strongtooths.

Hevaelis
Appearance: Hevaeli are the most unique among the tribes for the sheer variety in their appearances. Hevaeli can have skin that varies from very pale to very dark. They can have red, black, brown, or blonde hair in different shades. They usually have blue, green, or brown eyes. Their adult heights range from 5’ to 7’ in the extremes, but usually women fall between 5’3 and 5’9 while men fall between 5’7 and 6’3. Notes: A tribe that is seemingly completely unextraordinary, Hevaeli have proven themselves as heroes time and time again with their bravery and loyalty to those dear to them. The Hevaelis can be found at every corner of Goliath and have no central culture or nations of their own. They tend to serve other nations or tribes as farmers, hunters, blacksmiths, miners, or in other occupations. They are the most populous and diverse tribe in the world, though. They are just as capable of being warriors as any other tribe and many have been listed in the annals of history for their great deeds. Still, they are the exception to Hevaelis rather than the rule. For the most part, Hevaelis seem content to raise their families and their livestock, plow their fields, work their forges, hunt their prey, and serve their nation. In Hevaeli towns and villages, leaders are often elected among the populace. These are the only true "nobles" the Hevaelis claim.

Day Watchers
Appearance: Day Watchers have skin the color of gold that appears to shimmer in the sun and bright lights. They tend to have varying shades of blonde, white, or silver hair, although a few rare Day Watchers are born with bright red hair. They usually have either brown, amber, or blue eyes. They are an average sized-tribe with a muscular frame, women averaging between 5’5 and 5’10 and men averaging between 5’10 and 6’5. Notes: Day Watchers are a martial tribe with a weakness against magic. Otherwise, they are formidable and have tremendous stamina and natural defenses. They learn how to swing a weapon and notch a bow from the time they can walk. Every Day Watcher, from the highest noble to the lowest commoner, has his or her own armor. The Day Watchers of Alistair wear their hair short with beards, the Day Watchers of Selene wear their hair long and are beardless. The Day Watchers of Constance wear their hair long and wild with long beards. Day Watcher men and women are equal in all things, including combat prowess, but arranged marriages are common. It is considered a blessing to have many children. Day Watchers farm, mine, and hunt, but they mostly enjoy combat. Tournaments of arms are common things in Day Watcher cities and towns. Day Watchers have little use for art or music that is not about battles or war. They do not dance much and live to feel the rush of combat.

    Those are the tribes of Azalene, although in other lands throughout Goliath there are more tribes. I may add them as a sort of DLC later on. These tribes have lived in my head since I was twelve. I adore them dearly. I'll add some more gameplay stuff later on and hopefully you'll like it and even be encouraged to play in the world of Goliath!

    Also, here is the map of Azalene so far.


Sunday, April 27, 2025

Let's Talk About Colossus

     Hi and welcome back to my blog! Today I'm going to talk about Colossus. Colossus is a new solo TTRPG I'm working on. Its systems, especially combat, are based on Perils & Princesses, but the setting of Colossus is a dystopian future set in the wastelands of a world that "won" its war with an alien species known as the Yaun. The Yaun were weak against a liquid known as miasma, and the earthlings of this world used it to destroy the Yaun, basically destroying the Earth in the process. But the Earth has been reborn as a dystopian landscape where raiders and bandits rule the plains and wastes, where mutated creatures crawl out of the shadows to haunt what little civilization remains, and where people known as Scouts use Miracles to keep the wasteland safe from the forces of cruelty.

    To start off with, I LOVED Perils & Princesses. I'll do an in-depth review of it soon on this blog, but suffice to say, the overall aesthetic and combat system really shines. I wrote over a hundred pages in a notebook chronicling the adventures of four princesses who just wanted to keep their world safe from harm from witches, giant spiders, bandits, dragons, and even a lich. I wanted to create something that had as strong of a vibe, but a different vibe, if that makes sense. I also loved the combat system. It's a d20 system where you're aiming for at or below a target number. So if you have a Resolve of 15, and you go to attack, you're trying to hit a 15 or below in order to attack a creature. Like I said, I'll have to do an in-depth review of it soon. It's a great game.

    Colossus uses a lot of the same systems from Perils & Princesses. In P&P you use Resolve, Grace, and Wits as stats. In Colossus, I renamed the stats to Strength, Dexterity, and I kept the term Wits because it felt appropriate. Basically, I wanted the stats to match more of the harshness of my world and less of the posh vibe from P&P.

    I also kept the magic system, known as Miracles in Colossus. Yep, they're not spells, they're Miracles. You see, Scouts of the Spire are dipped in the miasma when they are young. They either die or mutate and gain special abilities and powers called Miracles. Now the way magic works in P&P and Miracles work in Colossus is you start out with 1 Gift Dice (that's what they're called in P&P) or 1 Ability Dice (I changed the name to Ability Dice for Colossus, I think it fits the aesthetic better) for each level. So at level one you have 1 Ability Dice, at level two you have 2 Ability Dice, etc.

    When you want to cast a Miracle, you use as many Ability Dice as you want, up to four. Then the creature you're using the dice against will SAVE or be affected by the spell to the SUM of however much the dice rolled. Let's assume I'm level two and if I'm casting a Fireball spell against a Giant Spider with a SAVE of 10, I'm trying to hit a 10 or higher (for SAVES you try to hit higher rather than lower) with a d20. I'll roll a d20 to see if I hit. If I do, I then choose to roll 2 Ability Dice. Then I take the SUM of the Ability Dice and apply it to the damage on the Giant Spider. With the Ability Dice, if I roll two of the same number, something wonky happens. The spell, or Miracle, goes out of control, and I roll on a table to see what happens. If I roll two different numbers, and one is 2 and the other is 6, I take out the 6 and can't use that Ability Dice again until I rest. Basically if you roll a 1-3 on an Ability Dice you get to reuse that dice again whenever you want, but if you roll a 4-6 you have to retire that Ability Dice until you rest. That's how you use up magic, or Miracles.

    One thing I added for my game that was not in Perils & Princesses' combat system was a Morale system. I added morale to monsters to roll when their numbers dwindle down to half or their HP hits below the halfway point.

    I changed the classes from P&P to fit in more with my theme for Colossus. There are thirteen custom classes in Colossus. You go up to level four in one class and take the four skills from that class along the way. Then, when you hit level five, you can start taking skills from whatever other classes you want. I'll go more in-depth about it in the future.

    I added a ton of monsters to Colossus that were not in P&P to fit in with my futuristic, dystopian type of world. Things like Cyborg Zombies, Giant Roaches, and Bloodthirsty Raiders. I also added new spells that were not in P&P, although a few were but I tweaked them to fit better in my world.

    I also added the usual stuff: Items (Potions, Scrolls, Ingredients, Basic Treasure, Common Items, Uncommon Items, Rare Items, Special Weapons and Armors); Events for Wilderness, Dungeon, and Urban; a map of the Spire; and my own character sheets. Actually, that last one I'm still working on. For now, when playtesting, I'm using Google Docs on my phone.

    I also have Camp Activities, which I'll detail in a later post, and things you can do once in a settlement. I also have a friendship/rival system that's pretty simple but effective.

    I'll write more about the lore of Colossus in another post, but here's a map of what I have so far of the Spire, the setting for Colossus! 



What Do I Need To Play Solo?

     Hi and welcome back to my blog! A common question is "What do I need to play solo TTRPGs?" And the answer is "Not much!" or "A few things" depending on which exact RPG you're playing.

    For most RPGs, like a certain world-famous one who shall not be named, you just need a core rule book, a pencil, your character sheet(s), some scratch paper, and some polyhedral dice. Bonus points if you also throw in a separate notebook for chronicling your adventure, like I do.

    There are other RPGs that require playing cards, Tarot cards, tokens, or even a Jenga tower or something like it. Make sure when you get a core rule book, you always read what it recommends you play with. I wouldn't recommend buying these things in advance because depending on where you buy them from Tarot cards can be expensive, and most homes are likely to have a deck of playing cards hiding around somewhere already. But if you find an RPG that you must play, and it requires one of these things, just buy as needed. 

    For my solo RPGs so far, I've made my own character sheets for some of them, like Goliath and Colossus. If I couldn't print out a character sheet right away, I used Google Docs (because I can edit the documents from my phone and/or computer) to make a list of things that are on the character sheet and fill it out until I get my actual character sheets printed. I also keep a list of items and lore and homemade monsters on Google Docs that I can access easily from my phone. So my phone is the number one thing I need when playing RPGs, besides the core rulebook.

    The second thing I need is a pencil. Not a pen! Trust me! You'll be erasing a TON of stuff on your character sheets as you play your RPG. Next I get a notebook JUST for that one game for chronicling my adventure. Then I have a second notebook that I use to write down notes, act out battles, keep track of characters' current HPs and other Stats if they are affected by Status Effects, and etc. So to summarize, I use two notebooks, one for the story, the other for the mechanics.

    Of course, I also have dice. Several sets, actually, in case I need to roll 3d6s or something like that. But if I'm somewhere where rolling my dice would be a hassle, I use a free dice-rolling app on my phone. You can find them in the app store of whatever phone brand you use.

    Perhaps the most important part of my setup, however, is a cup of coffee. It's a must to take a break from time to time while playing and refocus yourself. Water will also help if coffee isn't your thing. In fact, playing solo RPGs is a good way to stay hydrated. Every time you need to bounce out of the game to think about your next steps, just drink some water.

    Anyway, hope this helps and remember to always read the core rulebook before you start playing to know what you need for that specific game!

How I Play Solo (And You Can Too)

  Welcome to How I Play Solo (And You Can, Too)! We’ll be discussing my solo roleplaying techniques that I use to play games that are normal...