Conan: Adventures in an Age Undreamed Of

Overview

Conan 2d20 or "Conan: Adventures in an Age Undreamed Of", is a low-magic, high-action, fantasy roleplaying game set millennia ago, in the Hyborian Age. Immersed in an exotic land, strewn with ancient ruins, Stygian jungles and frozen wastes - where the heroes are daring, the treasures fleeting and the horrors Lovecraftian. Magic is shunned (but present nonetheless) and sorcerers are vilified; their dark machinations and obscene rituals have earned them fearful reputations and, often as not, a swift burning at the stake.

Description

The players can create competent and cunning characters from the start (best done with the online character generator - below) and immerse themselves in the joy of battle, tactical play and clever use of the environment. Teamwork is strongly encourage via archetypal characters, powerful talents and the use of shared Momentum and Doom resources, that can be used to spectacular effect or perilous misadventure. 

System Overview & Key Features

Momentum and Doom points are shared resources that accumulate during action scenes and battles. They are spent to activate powerful talents and abilities, which allow the characters to perform outrageous feats and spectacular displays - or imperil them just when they thought they were safe.
Displays are a methods of intimidation, varying techniques that enable a character to demoralise their foes and strike fear into the hearts of man and beast alike. Win the war before it starts!
Wounds and healing mechanics that allow character to shrug off scrapes but still significantly suffer from serious injuries until healed.
Skills and talents related to them that cater for most possible situations and allow for daring escapades and mighty battles.

Additional links

modiphius.net https://modiphius.net - Official storefront and support page for the 2d20 system catalog https://pulp-lit.com/270.html https://pulp-lit.com/270.htmlpulp-lit.com - Robert E. Howard's Conan the Cimmerian Barbarian

Other entries

D&D Beyond
Tools & Platforms

D&D Beyond

Virtual tabletop (VTT)
English
Wizards of the Coast
D&D Beyond is the official digital toolset for Dungeons & Dragons, originally launched in 2017 and acquired by Wizards of the Coast in 2022. It serves as the primary ecosystem for the 5th Edition ruleset and the updated 2024 "5.5e" core rules. In 2026, the platform is undergoing a massive "Game Platform" rebuild, moving away from its original hard-coded architecture to a data-driven engine. This allows the platform to support more complex customization and the new "Season" based content release model introduced this year. Description D&D Beyond is the definitive "companion app" for D&D. It combines a high-speed character builder, a digital library of all official sourcebooks, and a native 2D virtual tabletop called Maps. The platform is designed to be the easiest way to play the game, handling all calculations, spell slots, and inventory management automatically. With the 2026 "Season of Horror" and "Season of Magic" updates, it has become a living platform that delivers monthly content drops and themed community events directly to player character sheets. System Overview & Key Features The 2026 Game Engine Rebuild Wizards of the Coast is currently rebuilding the backend of D&D Beyond from the ground up. This move allows the site to finally support highly requested features like custom classes, complex homebrew non-magical equipment, and more responsive rules validation that doesn't rely on legacy code from 2017. The Maps VTT The integrated 2D virtual tabletop is now free for all users to host games as of late 2025. It features "Quickplay Maps" for all official adventures, allowing GMs to launch a session with pre-placed tokens and fog of war. New "Reveals" functionality lets GMs share high-resolution gallery art and monster lore directly to players' screens during play. New "Quickbuilder" Flow To improve onboarding, the 2026 character builder features an "art-forward" Quickbuilder mode. It guides players through the most impactful decisions—like subclass and background—while using optimized defaults for smaller details, allowing a new hero to be ready for play in under five minutes. Content Sharing (Master Tier) The Master Tier subscription remains the most popular for groups. It allows a single user to share their entire digital library—including the new 2026 Ravenloft: The Horror Within and Arcana Unleashed books—with up to 12 players across five different campaigns. Legacy vs Core Toggles Following community feedback, the platform now features robust toggles to enable or disable "Legacy" (2014) content. This ensures that groups can choose to stick strictly to the 2024 rules or mix in older subclasses and spells without the interface becoming cluttered or confusing. Digital/Physical Integration Most new 2026 book releases now feature a "Physical + Digital" bundle. When you buy a hardcover from the official store, you receive an instant unlock code for D&D Beyond, ensuring your character builder and digital library are updated before the physical book even arrives in the mail. Additional links dndbeyond.com : Official D&D Beyond website dndbeyond.com/roadmap : The 2026 Development Roadmap Hub Maps - D&D Beyond's VTT

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The Energon Protocols
Actual Play & Podcasts

The Energon Protocols

English
Actual Play
G.I. JOE Roleplaying Game
Introducing the newest podcast from the Headcast Network and G.I. Joe: A Real American Headcast. Join as Aaron Moss gets together with Erik Smith, Erick Engon, Ryan Costello, Charles Cushman, and Joshua McGuire as we play Energon Game Studios G.I. JOE roleplaying game. Links youtube.com - Youtube channel spotify.com - Spotify feed podcasts.apple.com - Apple Podcasts feed patreon.com - Patreon page headcast.headspeaks.com - The Energon Protocols Debrief

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Session 0 checklist: How to build a DnD group that lasts
Guides & How-to

Session 0 checklist: How to build a DnD group that lasts

Communication
Guides
What is a “session zero” (and why should you have one) You have decided to start playing D&D, keep in mind that Dungeons & Dragons is a social game. Sure, we have dice, miniatures, maps, terrain, rules and books. But they are all connected by social interactions and connections. And managing those social situations before they become problematic will save you a lot of headache. After all, you are looking to find a dungeons and dragons group not be defeated by the recruitment process. A session zero (named so, because the first session will most likely be the one where you all sit down and finally get the game going) is a validation checkpoint. A change for all the players to discuss what they expect from the game and the group. Voicing any concerns or topics that should be addressed beforehand, not when they have already become issues. During the session zero, players (including the DM, they are a player as well) will be given a general pitch of the game, the theme, the style and the direction the DM is expecting you to go. This most likely will not be a two-hour lore-dump session, where you make notes and try to remember all the important bits. It should resemble an elevator pitch. Short, straight to the point, without too much flavouring and getting bogged down in details. This is a chance for the players to understand and align their expectations regarding the game. Going into the first session with Boblin the Goblin, aiming to be the funniest character known to man and then realizing that the DM has prepared a serious, down to earth, adventure focusing on social intrigue and moral choices… Well Boblin might’ve not been the best character for that. /images/general-media/1774882359_X6rlHtg9.jpgRead the room. Create a character that fits the atmosphere of the game. And if you were hoping for constant laughs, you will find that the game and your expectations were severely mis-aligned. Session zero will try to manage expectations and set themes. Aligning players, aligning characters Understanding the world, the themes and topics is useful for the players to understand whether the game they are about to commit to is really for them. Whether it will be something they will look forward to prior to every session, or will it eventually become something that “you are not feeling”. Perhaps the tone can be adjusted - from gothic horror with no room for laughs to something that is still eerie, but the players can find humor in appropriate places. This is the time to discuss these questions. The time to adjust the game is now, as it will be rather difficult to do a complete shift when you are ten sessions deep. This is also the point where players can discuss their characters. Whether they have anything complete prepared by then or just a fragment of a concept. Your characters shall be adventuring together - try and figure out how that plays into the world you were presented with. Can you find some common background pieces with another player to somehow connect your characters? Or perhaps come up with a reasonable theme that would bring all your characters together. If your plan was to play an edgy loner, who doesn’t like people and works alone. Discuss this with others, as this might become an issue later, when the other characters can’t figure out a way to establish any reasonable connection with your edgelord. Be flexible, adjust concepts, ideas, goals and character details. A social contract Nobody likes contracts. Unless you are a warlock, then you live for contracts. But a social contract is more for managing expectations. How often will you play? Figure out whether your group can agree on a fixed schedule that everyone can book in advance. Every second Thursday evening? Booked now. Ofcourse this is subject to change as life happens.   Is it a 100% attendance game? If someone can’t attend, will the session be cancelled or will they be somehow “dragged along” without any narrative focus on them for the session. Is there a narrative way to exclude characters from certain moments, if the player is unable to participate? Agreeing on these will help you avoid situations, where some players might feel left out and might decide to start ghosting the sessions, until they are eventually removed from the roster. /images/general-media/1774882564_47pDcYw0.webpIf you have trouble setting some systems up, ask others to help you What systems and platforms will you be using if this is an online game? What video or voice platform will you be using, is everyone okay with the choice or does someone need help setting something up? Whether combat happens on a VTT or some other platform, can everyone manage that? Check in with others and figure out that the technical aspects won’t become too much of a burden to manage. Boundaries. A vital part of session zero. Even if you think these are not necessary - It is still strongly recommended. Using various safety tools can make sure that various themes or topics that the game might tackle are accepted by everyone. Especially if you haven’t played with all of the members of the group before. You can find various different tools to help set the right boundaries and make sure everyone feels comfortable with the game. Take a look at “Lines and Veils”, “X-Card” or “Monte Cook Games RPG Consent Checklist”. Vibes. How are the vibes Keep track of the vibes during session zero. Do you notice anything that might be considered a “red flag”? Is the humor off, does everyone feel like they get enough respect and attention from the others? All of these are important to keep in mind. While some things can be discussed and corrected, if needed. People are different and while they might be great people to be friends with, it doesn’t mean that they would be great people to play D&D with. If there are issues that you feel should be discussed, turn towards your DM and talk things out. Perhaps you were not the only one who noticed it. Or maybe it was a case of miscommunication. Clearing the air before the game actually begins is important. Otherwise the problems will start festering and your enjoyment of the game will decrease over time. “No D&D is better than bad D&D?” - No. Not at all. With Groupfinder you can  find a dnd group that fits your preferences. Maybe it will take a few tries and session zeroes, but once you find your group, you will know these are your people. And you will enjoy the games a lot more. Why bother with all of this? It might feel like all of this is too much trouble just to get the game going. But statistics have shown, that groups who go through a "session zero" before their actual game are  significantly less likely to ghost or fall apart after a few sessions. Spending a few hours talking about expectations might save you hours of frustration later on.

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