Echsen und Keller

Overview

Willkommen bei Echsen und Keller, unserem
Dungeons and Dragons https://www.groupfinder.gg/library/dungeons-dragons-5e-2014
Actual Play Podcast. Folge unseren mutigen Abenteurern auf ihren Reisen entlang der Schwertküste und nach Chult, wo - nicht nur - verschlagene Goblins, brutale Bugbears und frustrierende Banshees lauern. Hier wird DnD 5e in anfängerfreundlicher Atmosphäre gespielt, mit viel Humor und wachsender Kompetenz. In Staffel 1 lernen wir mithilfe des Startersets und der 'Lost Mine of Phandelver' die 5. Edition kennen. In Staffel 2 verschlägt es uns in 'Tomb of Annihilation' in zombieverseuchte Dschungel. Stürz dich mit uns ins Abenteuer!

Latest episodes

  • 2h 39m

    Echsen und Keller: Strixhaven #04

    Was ist das allerbeste an Schule? Wandertage! Und so lassen unsere Helden den Schulalltag hinter sich um den legendären Night Market mal gründlich zu erforschen. Was für eine unaufgeregte Folge, in der überhaupt nichts p...

  • 2h 03m

    Echsen und Keller #3.05 - Tyranny of Dragons

    Alte Bekannte, alte Gefahren, sehr alte Bedrohungen? Außerdem Träume, Verträge, Frühstück und ein weiterer Tag in Baldurs Gate. Juhu! Echsen und Keller ist ein Dungeons and DragonsActual Play Podcast auf Deutsch. Anfänge...

  • 2h 19m

    Echsen und Keller: Cthulhu - Masken des Nyarlathotep #02

    1921, Lima, Echsen und Keller, ab dafür! Unsere Heldengruppe verfrühstückt ein Hotelfrühstück und die Geschehnisse des letzten Tages und dann heißt es: Shopping! Geht natürlich nicht ohne Selfies, oder?Achtung: Wir lerne...

  • 2h 25m

    Echsen und Keller: Strixhaven #03

    Attacke oder Streich? Schwierig. Doch das Team der Investigativjournalisten des Strixhaven Star lässt keine Spur anbrennen! Wer und wo ist wohl dieser Shaun?Echsen und Keller ist ein Dungeons and Dragons Actual Play Podc...

  • 2h 22m

    Echsen und Keller #3.04 - Tyranny of Dragons

    Baldurs Gate Adventures. Die Gruppe erforscht die Stadt, besucht Tempel und Tavernen, trinkt Bier, ziemlich solide Folge. Ach ja, es gibt Briefe? Echsen und Keller ist ein Dungeons and DragonsActual Play Podcast auf Deut...

  • 2h 18m

    Echsen und Keller: Strixhaven #02

    Die erste Woche war lehrreich und spannend! Doch was bedeuten die Schreie aus der Küche? Schnell, seht nach!Echsen und Keller ist ein Dungeons and Dragons Actual Play Podcast auf Deutsch. Anfängerfreundlich und unterhalt...

  • 2h 06m

    Echsen und Keller #3.03 - Tyranny of Dragons

    Ein Kobold down, 4 Kellerechsen to go? Was haben sich diese rüstigen Rentner nur dabei gedacht! Begleitet unsere Gruppe in diesem teuflischen Kampf! Außerdem: Träumen Paladine von elektrischen Panzerhandschuhen?Echsen un...

  • 2h 36m

    Echsen und Keller Sonderfolge: The Carver's Cave

    Es ist eine ganz besondere Folge: Garben gibt sein Podcast-DM Debut und leitet unsere Helden durch eine mysteriöse Galago-Hügelkette. Wohin sind die Dorfbewohner verschwunden? Findet wir es gemeinsam heraus! Echsen und K...

  • 2h 39m

    Echsen und Keller #3.02 - Tyranny of Dragons

    Ratten und Keller, geht es besser? Schnell noch einen verlassenen Tempel finden, ein bisschen das Gefühl von Stärke genießen. Super. Oder gibt es einen Haken?Echsen und Keller ist ein Dungeons and DragonsActual Play Podc...

  • 2h 27m

    Echsen und Keller: Cthulhu - Masken des Nyarlathotep #01

    Willkommen in den 1920ern! Echsen und Keller startet eine wundervolle neue Kampagne, eine der drei großen Cthulhu-Kampagnen. Wir haben ja sonst nichts zu tun. Ein toller Cast betritt die Bühne im peruanischen Lima. Viel...

  • 2h 13m

    Echsen und Keller: Strixhaven #01

    Vertraute Stimmen, neues Abenteuer, gleiches Chaos? Willkommen in Strixhaven, der inter-dimensionalen Magier-Akademie. Was für Abenteuer, Schulfächer und Studi-Jobs erwarten unsere neuen Helden? Finden wir es heraus!Echs...

  • 2h 50m

    Echsen und Keller #3.01 - Tyranny of Dragons

    The boys are back in Fearun! Unsere Heldengruppe genießt eine Victory Lap an der Schwertküste und besucht einen der wichtigsten NPCs: Argos Mum. Und was machen diese alten Herren da am Wegesrand?Echsen und Keller ist ein...

  • 2h 20m

    Echsen und Keller Sonderfolge: ALIEN The RPG #5

    Was kriecht da so durch den Lüftungsschacht? Wer boxt ein Alien? Wem juckt es in der Lunge? Der Crew der Montero natürlich! Unsere Spacetrucker schwitzen sich durch eine weitere Session voller Spiel, Spaß und Spannung. U...

  • 3h 11m

    Echsen und Keller Sonderfolge: ALIEN The RPG #4

    Die Crew der Montero befindet sich mit den letzten Überlebenden der Chronos auf dem Geisterschiff Chronos, so weit, so gut, so Alien. Aber sind das wirklich alle? Und wann platzt der nächste Kopf? Findet es heraus! Echse...

  • 1h 53m

    Echsen und Keller Sonderfolge: Fight with Spirit - Session Zero

    Wie fing alles eigentlich an? Eine Session Zero ist ein wichtiger Bestandteil des Fight with Spirit Erlebnisses und daher wollen wir euch dies natürlich nicht vorenthalten. Wir hoffen, ihr habt Spaß an diesem Blick hinte...

  • 1h 37m

    Echsen und Keller Sonderfolge: ALIEN The RPG #3

    We're back in the space that makes you deaf. Die Crew der Montero erforscht, managed, schießt und schreit sich seinen Weg durch das frisch gefundene Geisterschiff. Was mag sich da noch so verbergen? Und was erwacht da au...

  • 2h 38m

    Echsen und Keller Sonderfolge: Fight with Spirit 03

    Es ist Zeit für das große Finale! Ein Sport-Event, welches jedem Vergleich spottet. Schleswig-Holsteins finest Völkerball-Amateure stehen ihrem stärksten Rivalen gegenüber? Wer wird das Match und die Kreismeisterschaften...

  • 2h 27m

    Echsen und Keller Sonderfolge: ALIEN The RPG #2

    Was ist da im Gang? Was ist da in der Krankenstation? Warum sind da eigentlich Schrotflinten-Kugeln in dem Ziplog-Bag?Unsere Crew erfreut sich weiter dem mysteriösen Geisterschiff. Achtung: Enthält Weltraum-Fakten!Genieß...

  • 2h 30m

    Echsen und Keller Sonderfolge: Fight with Spirit 02

    Eis! Eis! Eisvögel! Die Ellerauer Eisvögel sind zurück und was? Was? Ja! Es ist Zeit für die Beach Episode! Macht euch bereit!Folgt den Kellerechsen in eine wunderbunte Parallelwelt, in der Völkerball ein internationaler...

  • 1h 44m

    Echsen und Keller Sonderfolge: Call of Cthulhu - Was ist da im Keller?

    Willkommen zurück in der Welt von Cthulhu! Unsere Investigatoren finden sich heute mal in einem Dungeon wieder - wie erfrischend! Es geht unter die Erde Ägyptens, das war ja noch nie ein Fehler.Achtung, enthält Pharao-Fa...

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Covering the basics: Creating a character backstory
Guides & How-to

Covering the basics: Creating a character backstory

Covering the basics
“Covering the basics” is a easy-to-follow set of articles helping players get through the first steps of the game. You found a game to join? Well done, but now what? Think of your favourite characters from either a book, movie or a tv show. Can you form a list of what actually makes them stand out from all the others? Not just what they look like or what their actions were in the story. Most likely, once you stripped those characters of their physical appearances and put aside the plot of what they achieved throughout you are still left with elements that actually made them become memorable. The time you had with that character was most likely a fragment of their entire life. Their actions, beliefs and behaviour was likely derived from something that made them that way.   It was their backstory. A backstory as a structure When creating your character, once you set aside the technical attributes and specifics, it is worth spending more time on figuring out who they are. While it might feel like a waste of time and effort to spend too much time on building their backstory, it is likely to help you out in the long run. Assuming your character will be yours for a longer period (not one that is built for a quick oneshot), understanding them will become invaluable. Not just for the Game Master to know where your character is from and how they ended up as an adventurer - but it will help you stay consistent throughout the campaign. Your character should stay consistent. This isn’t to say that they can’t evolve and grow throughout the adventure - they most definitely should be affected and moulded by their experiences throughout the story. But at their core, they should still be the same person from session to session. And this is why having a thorough backstory is important. Knowing how they would react in a situation should come from understanding why they would act that way. What experience in their previous life set them up to see the world in this way. It will also be a great framework for your Game Master to have and construct around. After all, they dont know your character. But having a reference document (a backstory) will be of great help. Matching the theme Before you start collecting various ideas and concepts for your character be sure to familiarize yourself with the game and it's world you are about to bring them into. Whether the story will focus heavily on the world and the politics or will there be enough "screentime" for the characters to develop their story. Hoping to fully go through your character's backstory in a game that will not give enough time for that will lead to disappointment and potentially disinterested players. All of that should be discussed during your session zero, where the theme and topics are set and agreed upon. The theme of your character should fit both with the world and potentially with other players. Of course the generic tabletop gaming table will include characters of different styles and themes. However, depending on the immersion balance and expectations, you might want to discuss this with other players, without delving too deep into specifics. Agreeing on following a similar theme or storyline will help your party feel more likeminded and in the same genre.  /images/general-media/1779464200_QOr2M7LS.jpg Think big, write small Before you end up with a document, that is stretched over tens of pages (Which most GMs will not bother to read and memorize) try and create a rough overview of their story so far. Limit yourself to a few paragraphs at the most. As an example, let’s create a character alongside this article. Meet Bork… the orc. To start off with, let’s focus on simply creating an outline of who they are. Bork’s life began in tragedy when a brutal bandit raid destroyed his birth-tribe's village. His parents either perished or were forced to flee in the chaos, leaving the infant behind to perish in the smoke. He was saved by a twist of fate when Ningo, an aging gnome hunter drawn by the smoke of the burning huts, discovered the crying orc baby in the ashes and chose to adopt him. Raised in Ningo’s secluded woodland home, Bork’s upbringing was completely upside down for an orc. Instead of being taught bloodlust and brute force, he was raised on gnomish values of curiosity, patience, and meticulous planning. Ningo taught him how to survive using stealth, tracking, and clever traps, resulting in a towering, muscular adult orc who could move with surprising grace and possessed a gentle, analytical mind. Once Bork reached adulthood, Ningo realized his adoptive son was shrinking himself down to fit into a gnome's world. Wanting Bork to forge his own identity rather than just mimic his upbringing, Ningo encouraged him to venture out into the world. Equipped with a heavy pack, a hunting bow, and a mind full of gnomish meals, Bork set off into the wider world to discover who he truly wanted to be. And thats it - this is Bork in a nutshell. But what we have established throughout this brief introduction are multiple key elements we can built upon. What was the tribe like, who were the bandits? Why did they raid the tribe? Who were his biological parents? What is Ningo’s story? What kind of values did he instill in Bork? And many others. But as a brief overview we have much to work with. From here you can fill in the blanks, separate it into various other subsections to dive deeper into. Find answers, more questions and potentially leave things vague. Many elements can be left vague so that your Game Master can pick elements to integrate into the campaign story. Unique. In this version To quote Mark Twain: "There is no such thing as a new idea. It is impossible. We simply take a lot of old ideas and put them into a sort of mental kaleidoscope. We give them a turn and they make new and curious combinations." While you can try and work on an uniquely unique concept, it is unlikely that you will be negatively called out for "reskinning" an existing character from a popular franchise. But if your goal is to create an interesting character, borrowing from other creators and slightly modifying them is perfectly acceptable. Just be respectful about it and acknowledge that your character is either an intentional or unintentional between you and someone else. There is no shame in basing different bits of your character off something else.   /images/general-media/1779464798_xLnOlEbn.webpYour GM will thank you for any cutlery you prepare for him Knives and other “cutlery” Knives Years ago a reddit user jimbaby introduced a system called “Knife theory”. A simple system to build plot hooks into your character’s backstory. These “knives” are elements that resonate with your character - and your Game Master can use to “stab” your character with (metaphorically). There are various types of knives you can craft:   Relationships - Bork’s biological parents. Or his adoptive father, Ningo. Debts/Vows - Bork’s somewhat suppressed hatred towards the bandits and his desire to one day avenge his tribe. Unanswered questions - Who were his parents? Why did the bandits assault the tribe? What is the deal with Ningo? Internal conflict - Being part orc, part gnome, he might have found it difficult to fit in with his non-traditional life. A secret - Perhaps Bork has throughout the years ventured back to where he grew up and discovered something that he shouldn’t know. And many others in a similar style. While these knives aim in different directions and are rather vague, pick those that  resonate with you and dive deeper. You don’t have to cover all five themes - a few will suffice. But by creating those knives (and handing them to your Game Master), be aware that you are giving them permission to use those at any point in time. If you don’t want Ningo to be put into any danger - make that explicitly clear and keep any knives pointing away from them. Try and aim for three to five different knives. Some of them might require you to collaborate with your GM to make sure they can find a way to fit it into their story. Spoons In addition to sharp knives, you can create “spoons” - these are minor, everyday character flavor details that bring them to life (Their favourite tavern meal, their distinct posture, or how they sleep). These are not elements that are to replace knives - you can include them to bring more character and personality to your adventurer. These will help you flesh out your character in a more real sense. Connecting these spoons to their backstory, you can discover what makes them tick, what brings them joy and what hobbies or habits they might have. Even a powerful warlord can find enjoyment in knitting. And it makes them less two-dimensional, showing them as more "human". Forks The character's core motivations and prongs of desire. Goals and ambitions that they would like to strive towards throughout their story. These are more proactive elements that you as a player will gravitate towards throughout their journey. Forks should also be shared with your GM, as they could seed the story with situations and possibilities you would like to stick a fork in. Expand and summarize By now you will have a general overview of your character with various plot hooks and ambitions. While preparing those, you can expand your current overview with additional details to connect various bits and pieces. Adding additional characters your character may have had encounters or relationships with is a great way of introducing additional knives and expanding the character’s story.   When collecting your knives, you are bound to discover gaps or missing connections: Bork enjoys reading  - but it is likely that he has exhausted Ningo’s library many times over. This allows you to expand his backstory with a travelling librarian or a salesman who would bring him books to consume. Or a friend who shares a similar passion with whom he used to discuss various stories with. Throughout this process you may want to have a separate section for key takeaways. In addition to describing his book club friend and their encounters, create a short summary: Frank(27), a human farmer, also interested in books - friend, but hasn’t seen him in over two years. These quick summaries will help you to quickly recall various elements from Bork’s backstory. And your Game Master has a handy list to quickly reference, as they will most definitely not be able to remember your entire backstory at all times. /images/general-media/1779465015_mS7MPpFH.gifKeep in mind. You are not writing a book, you are creating a refererence document Done but never completed Make sure to give your Game Master enough time to process your character’s backstory, ask for clarifications and potential changes. You want your character to be part of their world, not have it as a separate entity forced into their story. And feel free to continue expanding your backstory throughout the campaign. Not exactly changing anything overly important (unless the change is explicitly done with the permission of your GM), but instead expanding on elements that already exist in your story. The more different elements your backstory has, the more the other characters’ have to discover and find out about. Understanding and knowing your character will help you make decisions on the spot, that feel in-character for them. Ready to find a dnd group and start working on your character? Post your profile and put yourself out there.

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Index Card RPG
Tabletop Roleplaying Games

Index Card RPG

TTRPG
English
Rules-light
Index Card RPG (ICRPG) is a universal, fast-paced tabletop role-playing game designed by Brandish Gilhelm (Hankrin Kapuf) and published by Runehammer Games. Originally released in 2017, with its definitive "Master Edition" published in 2021, the system is designed to strip away the mechanical bloat and analysis paralysis often found in traditional d20-based systems. It serves as both a standalone game and a philosophical design toolkit meant to be hacked, modified, and integrated into other role-playing systems. Description ICRPG is highly customizable and natively includes multiple distinct settings within its core rulebook, ranging from traditional high fantasy (Alfheim) and gritty sci-fi (Warp Shell) to weird west prehistoric survival (Ghost Mountain). The system treats game mastering as a visible, high-momentum performance. Rather than hiding information behind GM screens, ICRPG brings structural elements, like turn timers, room difficulties, and tracking metrics directly into the open. The game derives its name from the use of standard index cards to abstractly map encounters, represent terrain, track turn order, and quickly visualize items or monsters, eliminating the need for complex grid maps or expensive miniatures. System Overview & Key Features The Room Target Instead of assigning different Difficulty Classes (DCs) or Armor Classes (ACs) to every individual object, monster, and trap in an area, the Game Master sets a single "Room Target" number for the entire scene (typically ranging from 10 to 15). Every single d20 roll made by a player in that room, whether it is an attack roll, a saving throw, a stealth check, or an arcane spellcast: must meet or exceed that exact same Target number to succeed. The GM can temporarily adjust this target up or down by 3 points for specific tasks that are explicitly "Easy" or "Hard." Loot-Based Progression Characters do not possess traditional levels, nor do they gain intrinsic stat increases or health boosts when accumulating experience points. Instead, character progression is entirely physical and external, driven by "Loot." Every class feature, stat modification, magical spell, and unique ability is physically tied to an item equipped on the character sheet. If a character's gear is destroyed, stolen, or voluntarily traded to an ally, their mechanical capabilities shift completely, forcing players to focus on acquiring and managing an inventory limited to 10 carried and 10 equipped items. Visible Turn Timers To prevent tactical stalling and maintain pacing, the system relies heavily on explicit, visible timers. At the start of an encounter, the Game Master openly rolls a four-sided die (1d4) in front of the players. This represents the number of rounds remaining until a cataclysmic or complicating event occurs, such as a cave-in, the arrival of enemy reinforcements, or a bomb detonating. This mechanic converts passive exploration into an immediate, high-stakes tactical countdown. Abstract Range Zones Tactical movement completely abandons feet, meters, and grid counting in favor of four abstract distance zones: Close (touching or within arm's reach), Near (a few steps away, reachable within a single move action), Far (within sight and shootable, requiring a full dash to reach), and All the Way (distant or requiring specialized long-range capabilities). Positioning is easily tracked using index cards as relative zone containers. Links runehammer.online - Official homepage for Runehammer Games

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RPG Map
Tools & Platforms

RPG Map

Virtual tabletop (VTT)
English
Free
RPG Map is a free, browser-based map viewer built around gradual map reveal — Fog of War. It's not a map-making suite and doesn't try to be one (for creating maps, tools like Dungeondraft or Watabou's generators are a better fit). Instead, it focuses on one thing: taking a finished map and revealing it to your players piece by piece, in person or online. The GM loads a map and shares a link. Players open it on any device — laptop, tablet, or phone — and everything stays in sync in real time: as the GM erases fog, moves tokens, or pans the view, players see it instantly. No installation, no account, no ads, and no fees. Features: Fog of War — reveal the map gradually with a simple brush and eraser Realtime synchronization — players follow the GM's reveals live via a shared link Drag & drop tokens — place and move character and monster tokens on the map Automatic grid detection — the grid aligns to your map without manual setup Built-in library — free maps and tokens to get started right away Mobile ready — works in the browser on phones and tablets, nothing to install Whether you play at a physical table with a shared screen or fully online, RPG Map keeps setup to seconds: open, load, reveal.

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