Reaching the Finale for Ribby in Roll Player Adventures

Take a character on a journey across distant lands and locations in the chapter-based stories of Roll Player Adventures.
Onto the conclusion of Ribby Pixiecrunch’s tales in Roll Player Adventures! I was eager to follow along with the different storylines that seemed to place my character right at the center. It all felt meaningful, leading to a finale that I was sure would somehow solidify this version of Mr. Toad in the history books. Ha ha! Just needed to survive as worlds collided…
Spoiler Alert
Included here are some vague and general ideas about everything from adventure 5 onward, including sidequest 1 and the finale. It’s mostly top-level without any specifics, but just be aware that if you haven’t played, some topics may be revealed.
Game Overview
Game Name: Roll Player Adventures
Publication Year: 2021
Designers: Keith Matejka, P. A. Ryan, & J. W. Ryan
Artists: Ariosa, Fei, Fedorova, Mammoliti, Petter, & Ribeiro
Publisher: Thunderworks Games
Solo Mode: Included in the Base Game
Chapters provide different adventures in a sequential order, placing a character or party right in the middle of important events that will shape the future. Factions struggle for power, and little decisions often cascade into lasting consequences, all leading up to a major story finale!
First Play
December 27, 2021
Complexity
2
Latest Play
February 8, 2026
Expansions
4
Setup Time
10 Minutes
Lifetime Plays
25
Play Time
1 Hour
High Score
N/A
Game Area
46" x 32"
Low Score
N/A
Memorable Stories
As I continued on with Ribby Pixiecrunch, I started to gain a better appreciation for the stories. It wasn’t a cut and dry situation of good vs. evil, for each faction had its reasons.
There was also the whole idea of supporting a faction as a whole, but having moral dilemmas with the individuals.
Someone fighting for the Dragul might be someone I wanted to support, even though I wasn’t aligned with their faction as a whole. It was a neat and deep sort of experience!
I had some issues with earlier chapters, yet I really enjoyed getting immersed and seeing these sorts of consequences.
Forgotten Pride
Along the way, there was a moment when Ribby managed to secure himself a pretty neat piece of property. The title card made it sound like this was going to be part of the epilogue.
Excellent! But not quite… It turned out that this had no impact on much of anything, and wasn’t everything I thought it was going to be. In other words, Toad Hall! Ha ha!
I loved how there seemed to be a grey area on the moral front, and my choices were tied to important elements.
But that all started to fade away as I moved to the finale… Oh, the finale. More on that shortly. I was quite saddened.
Tome of Encounters
All of the random encounters were pretty excellent, though! I liked this part of the system, where each map had a different sort of setup of where things might be found.
Sometimes, these encounters were tied to the current chapter. Other times, though, they relied on past titles to bring forward a part of the narrative a little more.
I loved seeing those old choices and characters come back! It was often very surprising to tie up old loose ends.
But I didn’t always feel like I was playing as Ribby, but rather a generic character whose choices didn’t matter in the end.
The Final Finale
Since I played through a full campaign previously, it struck me as a little odd that I remembered a fair amount of the stories, but couldn’t recall the finale. My memory!
Oh, wait. It all came back to me and how much I disliked the ending. The grey area of moral dilemmas and supporting individuals over factions immediately melted away.
Characters I helped out turned into enemies that I had no choice but to… Kill. And my allies were all tied to one faction.
It played out in a way that felt like I was never really part of the story. I almost wish I had stopped before the finale.
Memories That Stick and Why I Forgot the Finale
Perhaps the most interesting part of this experience was how I completely lost any memory of the ending and how the finale felt like it went against the overall storyline. I loved experiencing the thought process of thinking the story was headed in an obvious good vs. evil direction, only to suddenly realize it wasn’t so cut and dry. That was an awesome shift!
To find out that I was leaning towards supporting one faction seemed to make decisions obvious… But not always. Not every character had motives I agreed with, so there were times when I found myself going against “my” faction to make the choices I thought were right. It was a rather deep reflection point, and one I didn’t expect to encounter.
But all of that felt like it was erased by the ending. I was forced to follow “my” faction, and the allies I ended up with weren’t necessarily the ones I held integral to my story. Characters I supported were left out or, worse yet, given a small paragraph about how I helped kill them. I lamented that loss of choice, for a couple were ones I vividly remembered.
In this sense, it felt like it didn’t matter that I was playing as Ribby Pixiecrunch. My silly antics as an homage to Mr. Toad never affected anything, and he helped bring about the end of some characters, even though I never would have made that call. I enjoyed most of my time with this campaign, yet I sadly won’t forget how crushing that finale felt. Farewell, Ribby.
Session Overview
Play Number: 17-24
Main Expansion: Nefras’s Judgment
Solo Mode: Included in the Base Game
Play Details: Adventures 5-10, Sidequest 1, Finale
Outcome: Complete
The dual backstories also wrapped up in a most… Forgettable way. Early entries felt interesting, only to lead almost nowhere. I enjoyed guiding Ribby to embody Mr. Toad with an alignment of chaotic good, though. Ha ha! While there were some high points to the campaign, I don’t see myself coming back after the way it all wrapped up.
%
20 Plays
Affordability
Price & Value
3
Functionality
Challenges & Mechanics
8
Originality
Design & Theme
7
Quality
Components & Rules
9
Reusability
Achievement & Enjoyment
4
Variability
Distinctness & Randomness
4
+ Pros (Positives)
- Collecting title cards is interesting with the lovely illustrations and story moments that can be reviewed at any time.
- Each chapter offers an interesting and very different story that adds to the lore and ties into previous storylines.
- Random encounters add a bit of unpredictability to traveling to new locations, as well as callbacks to prior title cards.
- There is an interesting sense of supporting a faction, but not necessarily allying with every associated character.
- Although there is a lot of reading and flipping around, pages are laid out nicely and it’s easy to find each entry.
- Stories are written in engaging ways that use humor sparsely, and cover serious topics, encouraging a bit of reflection.
– Cons (Negatives)
- The way the finale wraps up the story can be disheartening, as it seems to erase important choices and alliances.
- Backstories feel like they matter very little, adding on extra bookkeeping and reading without much overall impact.
- A character’s choices feel meaningful throughout most of the chapters, but the finale plays out in a scripted manner.
- Dice puzzles and hand management can be interesting, yet they often take the focus off of the ongoing narrative.
Victory Conditions
Complete the Adventure
- Overall Goal Progress 100%
Goals and Milestones
Complete Adventures 1-10.
Complete the Adventure Finale.
Complete Sidequest 1.
Complete Lost Chapter 1.
Continue the Conversation
Have you played through Roll Player Adventures? Were there any memorable chapters or moments that stood out for you? I did enjoy a lot of my earlier sessions and the way the story moved along, but it was the finale that got to me. Still, it was nice to play through the campaign for a second time. Certainly helped teach me more about what I enjoy in my solo games!




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