this post was submitted on 25 Dec 2025
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[–] Trainguyrom@reddthat.com 47 points 1 week ago (1 children)

And then the DM closes his screen and says "yup that was all I had prepared for tonight so I'll see you next week

[–] Dagnet@lemmy.world 24 points 1 week ago

Next week? My players take a month to clear a dungeon, see you guys next year

[–] TotallynotJessica@lemmy.blahaj.zone 27 points 1 week ago (1 children)
[–] caseyweederman@lemmy.ca 2 points 1 week ago

Some Reassembly Required

[–] Phunter@lemmy.zip 17 points 1 week ago (1 children)

A lot of problems in Dungeon Crawler Carl were solved like this.

[–] xistera@lemmy.dbzer0.com 13 points 1 week ago (1 children)

There sure were a lot of babies in there, Carl.

[–] huquad@lemmy.ml 1 points 1 week ago

God damn it donut

[–] wizardbeard@lemmy.dbzer0.com 16 points 1 week ago* (last edited 1 week ago) (1 children)

Damn artificers.

I also like the idea of a dungeon as an ecosystem (shamelessly stolen from the anime Delicious in Dungeon). Even if it's some small bandit hideout, they're not going to be entirely self sufficient. Maybe a fence that they sell their ill gotten gains to sends some thugs after the group of heroes that messed up his suppliers. The townspeople are thankful you crushed the dragon that stole all their wealth and artifacts, but they won't take kindly to you burying the stuff they wanted back under a fucking mountain. Maybe the kobolds in there were keeping the local predatory bird population down and now the local farmers' animals are being eaten by mini-rocs or something.

That level of detail and cause and effect is entirely superfluous for 99% of campaigns, but it can be good to keep those sorts of ideas in your back pocket for when your players manage to sidestep a planned thing. Reward the ingenuity, but actions have (fun) consequences.

[–] TotallynotJessica@lemmy.blahaj.zone 3 points 1 week ago (1 children)

The real solution is to rizz and charm the bandits so you can trade with them and get them to help you later in a time of need

[–] wizardbeard@lemmy.dbzer0.com 3 points 1 week ago

Found the bard :)

[–] Evil_Shrubbery@thelemmy.club 11 points 1 week ago (1 children)

When you want to elevate your home invasion and mass murder to a proper war crime.

[–] MonkderVierte@lemmy.zip 1 points 1 week ago

This is this, that is that.

[–] Dionysus@leminal.space 10 points 1 week ago

As the trio walks away a faint sizzle in the air becomes a roar, then nothing.

What the trio didn't realize is a childhood artifact belonging to Midnight was housed in the area which was now in ruin.

[–] Gladaed@feddit.org 8 points 1 week ago (1 children)

Milestone. System.

Also you don't get XP for killing but fighting.

[–] explodicle@sh.itjust.works 10 points 1 week ago (1 children)

IMHO it should be resolving encounters. If you convince the goblins to leave, that counts as much as killing them.

[–] Grass@sh.itjust.works 4 points 1 week ago

each action levels a specific stat and sometimes failing one type of interaction is the best way to level certain stats

[–] kandoh@reddthat.com 6 points 1 week ago (1 children)

They did that to Troy when they found it

[–] njm1314@lemmy.world 3 points 1 week ago

Well, 10 years after I guess

[–] eestileib@lemmy.blahaj.zone 5 points 1 week ago

It's Justin from WTYP!

[–] caseyweederman@lemmy.ca 5 points 1 week ago


https://munchkin.fandom.com/wiki/Boil_an_Anthill
An image of a playing card.
Title text reads: "Boil an anthill".
Stylized cartoon drawing depicts what looks like a smiling hobbit pouring steamy water from a kettle into the mouth of an anthill.
Instruction text at the bottom reads: "Go up a level".
Under that is text that says Western Ohio Gaming but that looks to be outside of the card itself, probably added by whatever site I got the image from.

Context: there's a bunch of cards in the Munchkin card game that all have the same effect (going up a level), each flavored differently.