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Druid Circle: Circle of the Unseely
Publisher: Underground Oracle Publishing
by Curse o. S. [Verified Purchaser]
Date Added: 07/10/2020 16:56:36

Circle of the Unseely by The Underground Oracle (@UOPublishing)

“Their willingness to give themselves fully to forces of darkness, natural or otherwise, have left them twisted and lost. They are the antithesis of what we as druids strive for. They are abominations.” —AarriannaKahn, High Druid

These Druids might not make a lot of friends with their peers, giving themselves entirely to members of the Gloaming Courts of the Feywild with dreams of true ascendancy without care for the morals or nature of fey from which they draw their power.

Circle Spells

The spells granted by the Unseely are unsurprisingly as mercurial and selfish as their source, bestowing upon their druids a slice of the eldritch and arcane with which they can cloak themselves from prying eyes, curse their enemies and bewitch the senses. Without getting onto specifics, this is one of the most perfectly appropriate expanded spells I’ve seen on a subclass.

Unseely Ichor

The very essence of Unseely nature exudes from your pores, coming in three flavours that can be used to sear enemies with acid, reduce damage or trap foes against you like flies in your Web. Few things are more creepy cool and show your Unseely side than tactical goo. Noone expects tactical goo!

Shadow Dance

This ability causes the shadows of any number of enemies within range to turn on them, fighting at the whim of the druid for a number of rounds or until the shadow can be wrangled. Imagine if Peter Pan was even more Unseely...

Courtly Seeming

With this ability you can actually assume the guide of a lord of the fey to enthral and terrify at your own whim. Makes you a lot of fun at parties.

Embrace the Gloam

At this point you are one with the Unseely and they are one with you! Laugh in the face of the scary and suggestive. Shrug at mundane arms and bamf between shadows at to your hearts content. You are the shadow fey now; Unseely and everything else is unseemly.

There are good, great and super-duper subclasses, but some manage to be all of the above, while tapping so perfectly into the concept they are bringing to life. This is the apotheosis is an Unseely pitch, which would make a gloriously fun and flavourful player character, as well as acting as a bloody brilliant foil for your PCs, being the perfect link and inspiration for Unseely NPCs and adventures.

I’m in love with the flavour, use of existing spell and new abilities, combined with that Underground Oracle style and the gorgeous Anderson Maia art! This is what happens when the lore, mechanics, writing, art and vision come together to truly make something awesome!

Don’t forget to check out the Unseely Fey [BUNDLE] for more Underground Oracle Unseely Fey goodness! https://www.drivethrurpg.com/product/319690/Unseely-Fey-BUNDLE?affiliate_id=1507682

Credits Written By ~ Jess Pendley (@JessPendley) Designed By ~ Jess Pendley & Keith Pendley (@UO_Keith) Art By ~ Anderson Maia (artstation.com/anderson_maia) Editing By ~ Jess Pendley

https://www.drivethrurpg.com/product/295334/Druid-Circle-Circle-of-the-Unseely?affiliate_id=1507682



Rating:
[5 of 5 Stars!]
Druid Circle: Circle of the Unseely
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Psychomancer
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 07/10/2020 04:05:02

Psychomancer: A New Wizard Subclass by DM Conclave (@Alex_Tiliakos)

"Delvers in the art of psychomancy deal in matters of the soul and are able to twist, recreate, use, or even abuse the energy of living beings that possess a soul to their liking. They are able to manipulate the mysterious energies that comprise the core of other creatures’ entire being, including their own, and they can decide whether to use it for good or evil. Through long-forgotten practices and highly complex rituals, hidden carefully in the sands of time, they are able to utilize those energies of the psyche to even restore a living soul back to its owner, or use it to fuel their unfathomable magic and create chaos and eternal suffering."

This truly is a novel, well thought out and expertly applied new school of magic with all manner of flavourful, fun and freaking funky cool abilities, which are beautifully grounded in its own lore and backstory. It truly is rare to see something so fascinating, and so brilliantly realised.

I'm seriously in love with all of this and wish more archetypes were presented with such care and creativeness. I need to make a Psychomancer right now!

The Psychomancer is presented with an entire rich history, complete with dates and deep grounding within Forgotten Realms lore, is provided beginning with a "Netherese archwizard named Faranda Shadowspeak, on the flying enclave of Maunator, also known as Sunrest, was openly in favor of not limiting magical studies [of the psyche/ soul]" who met a rather cataclysmic end, but before her teachings had been shared.

Psychomancy studies the soul that animates living and manipulating it to wondrous and terrible ends, making them much sought after by the fiends of the Hells and Abyss.

Unsurprisingly, the practice is forbidden and these wizards are rare, taking to a life of adventure to discover hidden lore, obtain rare components and fund their wild experiments

Psychomancy Savant

Due to the rarity of psychomancy spells they actually cost more in time and gold to copy into your Spellbook, but this feature does come with an awesome narrative bonus to searching out and discovering new psychomancy spells and lore. Together these definitely give the new spells narrative weight (as well as the wait).

Soul Sense

This rather neat feature allows the Psychomancer to open their senses to the souls around them, granting limited blindsight and the ability to become attuned to the spirits of their allies, being able to locate them without any mundane senses.

Soulcloak

This is a glorious and truly horrifying ability, that conjures a cloud of darkness around the Psychomancer, described as "filled with distorted faces that whisper, moan or laugh, a sight which fills your enemies with dread" which is all sorts of creepy cool! This also bolsters the wizard and gives them the ability to use an action to scare an enemy with this cloak of horrors!

Soul Projection

This allows the full Doctor Strange astral projection or "soul-treading" as the Psychomancers call it. Their spirits fly with great speed upon the ethers plane, seeing the world around them in "shades and outlines", though concentration can allow details to be made out. As would be expected, while the soul is away the body hits the hay and is very vulnerable. I can see this being used for some. Very cool and spooky recon.

Soul Reaper

This ominous ability truly shows the dark side of the Psychomancer, as they can rend the very soul from a weak or weakened enemy, instantly killing them and nourishing the wizard. If that wasn't horrific enough, "creatures killed by this ability are never allowed to cross over to the afterlife, except in the case of divine intervention." I think the Psychomancers may be baddies, but it's hard to argue that this isn't a wicked cool thing an anti-hero or straight up villain would do. Makes sense why these studies were/ are so very illegal and carried severe punishment.

Soul Thread

Choosing the Psychomancy school unlocks a shared knowledge that stretches put across planes and settings without explanation. One element of this is the ability to imbue length of silk with at first their own and later the souls of their vanquished foes. Beginning as a focus, the tether shows the state of the wizard's soul and can be charged with souls to imbue their spells with greater potency or cast a specific spell depending on the alignment of the harvested souls.

This is a fascinating aspect of the Psychomancer and comes steeped in lore with a table denoting the relevant ritual components, as the specificity of the rituals needed. This is an extremely powerful item that has its rarities unlocked at various levels, so it is always relevant, and the difficulty, specificity and cost of the various rituals balance this beautifully. This truly is an original and inspired item that will be do much fun to play with, as well as showing the true colours of the wielder's soul!

Psychomancy Spells

Included here are two Cantrips, five 1st level, four 2nd level, three 3rd level, three 4th level, three 5th level, two 6th level, two 7th level, two 8th level and one 9th level spell/s, as well as an optional percentage chance of learning a new psychomancy spell upon gaining a new level. This makes even more out of the difficulty of learning these spells, as well as the inherent dormant knowledge emerging in the Psychomancer's consciousness.

The spell's range from the Psychic Slap cantrip able to do a small amount of damage and causes the target to become frightened for a round on a hit with no save, which certainly seems quite powerful, to the 9th level Eternal, which allows the Psychomancer to transfer their soul into a recently slain body through a complex, involved and expensive ritual process, potentially allowing for eternal life without the distastefulness of becoming a Lich! This is freaking awesome and has such narrative potential! Imagine a cabal of eternal psychomancers from a previous age, staying alive and plotting in the shadows, behind their Soulcloaks. Perfect for one of those bizarre murder mysteries with similar patterns over the years, with long lived elves being the wrong suspects...

Among the variety of other spells there are those for the collecting of souls for is with the Soul Thread, a way to hurl your blood and fury at your enemies as a Psychic Harpoon, way to psychically link with someone as long as they are willing and on the same plane, beseech an angel to soothe another's psyche, use your soul to puppet a corpse, force a body swap that knocks out the pour souls shunted into your body, incapacitate a foe with the terrifying whispers of tormented souls, and an exhausting new option to try to bring back a recently passed soul, among many others.

The use of Nathaniel Roux (@freeners)'s gorgeous template and the spectacular use of predominantly stock art just go to show how professional and pretty it's possible to produce products with a little care and vision, which should seriously inspire folx, especially with many people talking about the prohibitive need for huge art budgets. This is seriously a triumph of using available resources, either free or reasonably priced and ready to be used to look high quality and damn fine.

This truly is a novel, well thought out and expertly applied new school of magic with all manner of flavourful, fun and freaking funky cool abilities, which are beautifully grounded in its own lore and backstory. It truly is rare to see something so fascinating, and so brilliantly realised.

I'm seriously in love with all of this and wish more archetypes were presented with such care and creativeness. I need to make a Psychomancer character right now!

Credits • Template by Nathanaël Roux (@freeners) • Design by DM Conclave (@Alex_Tiliakos) • Story design by DM Quicksilver (@DQwiksilver) • Layout by DM Satyr • Editing by DM Alphaea & DM Quicksilver

Artist Credits • DM's Guild Creator Resources • Additional Graphics Pack - Sigils and Page Decorators by Barkalot Designs • Wraiths by Daniel Comerci – danielcomerci.com • Pixabay

https://www.dmsguild.com/product/294881/Psychomancer?affiliate_id=1507682



Rating:
[5 of 5 Stars!]
Psychomancer
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Big Book of Cats
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 07/05/2020 20:56:57

Big Book of Cats: A Catpendium of Epic Purrportions by Jessica Marcrum (@Miss_Jess03)

“The Big Book of Cats started as a bonus supplement for the Circle of Catnip Druid subclass and quickly became its own beast. As cats are wont to do, it expanded its territory and suddenly my little add-on collection of cat forms for wild shape was another project altogether. I hope this collection helps you learn more about big cats as well as open your eyes to new mythological kitties from around the world.”

This is 48 pages of 40 new ferociously fabulous fabled felines from folklore, far flung furrballs, implausible purries and a few furry friends to keep the pride together in this jam-packed cat’s pyjamas book of cats!

The first chapter takes you around the world in 15 cats, from bearcats, bobcats and cheetahs, through flat-head cats, lynxes and ocelots (who the book omits to mention think they are people) to pallas cats, sand cats and servals, teaching science and cat facts among the statblock kibble...

Hang on a minute! This book begins with a hoodwinking! “While not technically a cat nor a bear...” THAT’S IT THE REVIEW IS OFF TAKE BACK THESE STARS “the bearcat is a cat by name if not by nature or anatomy and therefore welcome in the Big Book of Cats.” Okay Marcrum, you’ve got me there. There better not be any tomcatfoolery later on. I’ve got my eye on you.

The second chapter takes the kitties and blows them up! As in biggerer not blowed upperrer (if Marcrum can make stuff up, so can I). These five giant cats are checks notes medium to huge and none of them are actually giants...but I suppose they would make good pets for giants.

You’re hanging by a whisker here Marcrum! The rest of these cats better be common house or garden sensible cats...

The third chapter is all magical and monstrous cats featuring an unbelievably gorgeous cactus cat, a terrifying an adorable to behold Katkren and terrifying and ridiculously Tabaxbee illustrated by Tallulah Cunningham (@FabricMagpie), a truly transcendent caticorn, jolly chilly Jólakotturinn and a vivacious void cat illustrated by Xan Larson (@PaleWhiteRabbit), as well as the fabulous fey cath palug, soul eating cat sidhe and the wonderful tiger wearing a bear t-shirt that is the Kalidah or catbear illustrated by David Markiwsky (@DavidMarkiwsky), to name a few!

The fourth chapter brings many of the previously published purrers from the humble cat to the regal rakshasa by the way or tressyms and weretigers and the rest, to bring the pride of felines and the feline pride to your fingertips in one meowticulously put together supplement.

This truly is a thing of beauty, which will certainly amuse, bemuse your players, teach you a thing or two about cats of our reality, folklore and the realms and planes beyond.

ALSO, THIS IS WORTH MORE THAN THE ASKING PRICE ALONE FOR MARKIWSKY’S FREAKING RIDICULOUSLY ADORABLE KITTEN FOOTER, ALL OF WHICH FEATURE AS ADULT KITTIES IN THE BOOK, AND NO I CAN’T TALK ABOUT THIS ANY QUIETER! IT’S THIS LOUD BUT SO MUCH MORE HIGH-PITCHED AND EXCITABLE IN MY HEAD!

Credits Writing and Design: Jessica Marcrum (@Miss_Jess03)

Editing: Cat Evans (@perpetualgloom)

Cover Art and Layout: David Markiwsky (@DavidMarkiwsky)

Art: David Markiwsky (@DavidMarkiwsky), Tallulah Cunningham (@FabricMagpie), Xan Larson (@PaleWhiteRabbit)



Rating:
[5 of 5 Stars!]
Big Book of Cats
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Aetherium Sage: A Wizard Subclass
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 07/02/2020 08:41:21

Aetherium Sage: A Wizard Subclass by J M di Girolamo (@earthsembers)

Taking inspiration from Aes Sedai from River Jordan’s Wheel of Time, the video game Control from Remedy Entertainment and Doctor Strange from Marvel Comics, the Aetherium Sage “sits in the Venn diagram between the Divination, the Chornurgy Wizard and the Evocation Wizard...designed for those who want to alter and shift reality, especially on the battlefield.”

The School of The Aether is less a traditional ‘school’, rather ambitious lone scholars who wants to push the limits of their abilities to see into and shape reality. I can see these wizards quite easily following the path of Neo from the Matrix or young Anakin Skywalker.

Class Features

At 2nd level Aether Savant grants the half time and cost of copying spells seen in various other arcane traditions, but what is interesting is the Defensive Shard. This grants the ability to defect an attack against the Aetherium Sage or their ally by warping reality and space-time into a “crystal-like shard” that gives the attack disadvantage with a second and third daily use at higher levels. This is some glorious bullet-time magic says no good times, which not only looks cool but can be very handy in a pinch, especially as this ability would allow it to be used against surprise attacks and trap attacks as written. I could see the stipulation of this ability only working for attacks from sources the Aetherium Sage can see, though as is it does reflect just how wibbley-wobbley realith-shmeality these wizards are.

At 6th level you gain the ability to Warp Reality, giving you a chance to cast spells without consuming a spell slot. The chance is very small, but becomes incrementally higher as levels progress. There aren’t any restrictions on the number of times this ability is used at present. This is a quiet, unassuming ability which can seem puzzling over or underpowered, depending on your perspective. But this one of those abilities that will create some clutch moments and I can definitely see those moments when everyone crowds around the dice tray and erupts with joy when the Aetherium Sage is down to their last slot and in the thick of it. You gotta love evergreen abilities.

At 10th level you become an Aetherium Weaver adding intelligence mod to the damage of aether spells. I’ll get to the spells in a moment, but I do enjoy the various subclasses that allow the additional use of ability mods in specific situations (as Swashbuckler does with adding Charisma mod to Initiative, etc.), and why should Warlocks get all the fun with ability mods with Agonising Blast? Aetherigonising Blast really doesn’t have the same ring to it as Aetherium Weaver.

Also at 10th level you get access to a cool ability pairing in Tear Reality, allowing you to “use your knowledge of the shape of the weave tear a hole in space” that you can bamf through once a day, as well as the another once a day ability to divine your opponent’s actions to lay it up for your allies to kick a bullseye. It’s always nice to have a free get out of jail card for when things get rough (or just for logistical ease) and a guiding hand will always be welcomed by the others in your party.

At 14th level you can Detect Weaves, essentially giving you a very short range True Seeing, as well as the ability to not be seen at all yourself. These are some more funky tools to play with.

The supplement also contains five flavourful Story Prompts for DMs and, six ambitions and six flaws to help round out your Aetherium Sage, and bring them into your games either side of the screen

Finally, there are six new spells for the Aetherium Sage, including blasting your foes with hardener chunks of reality, unleashing random elemental effects, including a mini-hurricane, unleashed white hot aether fire from your hands, peak behind the skeins of fate, reach into the weave to deny your foes or ensure your allies’ success, and indulge in devastating unmaking with terrifying results.

This is a seriously fun jack of all trades Swiss army wizard MacGyver who can get in and out of trouble, and deliver some unique whizzbang while they’re at it. The Aetherium Sage is a brilliant mix of existing and new ideas; something old, something new, something borrowed and something blown through the weave and obliterated in aether fire!



Rating:
[5 of 5 Stars!]
Aetherium Sage: A Wizard Subclass
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Tier 1 Monster Hunts
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 06/30/2020 17:34:23

Tier 1 Monster Hunts by Vall Syrene (@Valldoesdnd) and Ayla Finnegan (@Aylathewriter)

I absolutely love Syrene’s work with their Hunt series ever since I came across Monster Hunts: Avernus (See my full review here: https://www.dmsguild.com/product_reviews_info.php?&reviews_id=357458&products_id=290158, and this instalment only improves on the already fantastic recipe and flavour for fantastic, fun side treks, one shots and adventures with more than enough sizzle to inspire all manner of awesomeness!

I thoroughly recommend the whole series as a wonderful toolbox of easy to use and run hunts, which can bring something new, inspired or simply different to break up or add to whatever you have going on in your games, as well as being a great place to begin a game or even a last minute side quest because you’re down a player, which happened to me tonight. I had 20 minutes before the session started and I had one of my three players out when we were about to get into some pertinent stuff, so I went straight to this read through the encounter and stages of the hunt, took a quick look at the creature and I was ready to go! We had one of the most fun sessions of our campaign with a miniature ancient black dragon I had terrorising the Ashen Woods (in the Shadowfell, it is that easy to just drop these hunts anywhere!). There was a great interaction with a scared witness with all manner of wild details to build suspense, a quick bit of tracking and then an epic and wholly original encounter. Threats and weapons flew, but in the end their was so much character to the diminutive drake that they made a strange and wondrous truce, so now they have a new, bizarre character in their world. (Playing through Chris Valentine’s (@cryptwright) spectacular Lost In Shadow: https://www.dmsguild.com/product/301770/Lost-in-Shadow?affiliate_id=1507682, which I’ve been gagging to run and review. It’s brilliant! But that’s for another day).

Syrene knows exactly what to do to make bloody good content that is so simple and effective to implement, but makes the world of difference to DMs and players alike, and clearly Finnegen does too! I truly wish Syrene and Finnegen could have seen the looks on my player’s faces tonight. That and the fun we had compelled me to sit and write this as soon as the session ended. Thank you both for all the fun.

You just have to get into this, as I’ve barely scratched the surface of what’s in here and how they innovatively approach encounter building and packing in as much awesome in such accessible, digestible chunks!

Credits Authors Ayla Finnegan Vall Syrene Artists Interior Creature Art by Bob Greyvenstein Border Art by Sqeezi Games Publisher’s Choice Quality Stock ©Art Rick Hershey/Fat Goblin Games InDesign Template by Nathanaël Roux On the cover: A terrified, toothy beholder stares out towards an unseen threat in this painting by Rick Hershey.

https://www.dmsguild.com/product/311853/Tier-1-Monster-Hunts?affiliate_id=1507682



Rating:
[5 of 5 Stars!]
Tier 1 Monster Hunts
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Legendlore Manuscript Preview
Publisher: Onyx Path Publishing
by Curse o. S. [Verified Purchaser]
Date Added: 06/25/2020 12:29:01

Legendlore Manuscript Preview from Onyx Path Publishing (@TheOnyxPath) & Steffie De Vaan (@100thingsilove)

First of all this is "not a complete PDF, this a preview of the draft text from the upcoming Legendlore RPG!" This is a draft of book to be created through Legendlore Kickstarter https://www.kickstarter.com/projects/339646881/legendlore-rpg-setting-for-5th-edition-fantasy-roleplaying-0?ref=android_project_share-0

It's also worthy to note: "Legendlore was originally a comic called The Realm, first published by Arrow Comics in 1986 and since procured by Caliber Comics, about four people who fall through a Crossing into the Realm. The Realm is home to fantasy creatures from elves to dragons, and the characters discover they too have ‘fantasy powers’ – the jock becomes a Fighter, while the bookish one becomes a Wizard, and so on. They go on adventures and some of them eventually find their way back to Earth"

The Legendlore book itself will be something far more modern with anyone having the opportunity to be any version of who they really are or would want to be.

You, Yourself Legendlore sees you Cross from Earth into the Realm to become a changed version of yourself. A songwriter might find themself a bard, a scientist a wizard, or an activist a fighter. You may find your body changing to better match your true self, even adopting a new fantasy appearance if you so choose. Your identity and memories remain wholly your own though, and you’ll find no gods or predetermined alignments forcing your actions. Crossing also imbues you with a Legend, which each player designs for themself, that propels you to greatness and a full embrace of your chosen destiny. A Diverse World The Legendlore Roleplaying Game presents a diverse and inclusive world based on the Legendlore comics. You’ll find people, including all non-humans, of all colors, genders, and sexualities in East Azoth. You are always welcome in the Realm.

• 18 backgrounds to play as yourself in Legendlore, such as activist or scientist • Legend mechanics to represent your destiny, plus 5 sample Legends • Seven player races, including pixies and orcs • Two new classes, the alchemist and gunslinger, and 15 sub-classes • A starting adventure with five pregenerated characters

Chapter 1: Welcome to East Azoth

Detailed history of East Azoth, reciting the many wars and relations between the different folk. After generations of ongoing wars the land finally sees peace, only for Lord Darkoth to rise in an attempt to claim the land. Will your heroes vanquish this deadly foe?

Chapter 2: Crossing

"The Realm touches many other planes, including Earth, and where it does, Crossings might appear. These are pathways, naturally occurring or coaxed through magic, where people may move between Earth and the Realm. Not every Crossing goes two ways, and people from Earth might find themselves inadvertently Crossed into the Realm and then stuck there until they painstakingly find a Crossing back home."

Such an awesome and (graphic) novel idea!

The concept of Crossings and Realms is incredibly rich for storytelling as elements from any setting, folklore, mythology or real world can be brought in within and in addition to the provided setting and adventure. This means we'll all have the perfect reason to hop about and bring in this we love and finally get to play with the settings and adventures we weren't sure we could fit in, as well as new ones that pique our interests.

The broad range of possible Crossings, from portals to relics, items of sentimental value and portkeys, and the myriad conditions around their use are an incredibly rich source of inspiration for adventures and campaigns with all manner of things to be found or done with one of more Realm/s or to finally be able to make possible to enter one. Possibly needing to collect a set of ancient Ioun Stones scattered to various Realms in order to rescue a prince or face a sorcerer obsessed with ressurecting a lost love who has created an army of dangerous undead in their experimenting.

Players pass into the Realm with everything they had on them when they entered the Crossing with a mechanic to see if the unlikely event of technology surviving the trip. This is such a cool concept!

The Many Possibilities of You

"Crossing brings out the You in you. That is to say, the fantasy version of you (or rather, the parts of yourself you wish to share at the table) as a Legendlore character."

Something I truly love about TTRPGs is the way it allows us to discover new things about ourselves and explore new identities to find our own. I know it definitely helped me be more open and to understand my sexuality and gender better. Every character I've played is a reflection or aspect of myself, and I truly love that this aspect is so baked into Legendlore as the character you play is yourself! But in a new chosen or true reflection of yourself. Not only does this, allow us to play with and explore identities more, but I think this will genuinely help some, especially new players who struggle with being in character.

"Crossing also effects physical changes in your character to match You best. A girl assigned male at birth might find her body changed or remaining the same, depending on the player’s view of herself. If a player has glasses, and their sense of self includes said glasses, the character retains them after Crossing — if not, they now have 20/20 vision. The same goes for hearing aids and other devices. Crossing ensures that contacts, wheelchairs, joint braces, pacemakers, and any other medical aids that might require power sources or precise and tiny electronics now run on a mysterious ancient magic so long as their bearer remains in the Realm. If someone has a chronic illness but wishes to live a life without such constant pain, their self after the Crossing simply does not have it. However, it is also possible for that same person to want to keep their chronic illness, feeling that their life has been shaped and formed alongside and inseparable from their condition. It is likewise possible for a person who experiences nonverbal episodes, such as via autism spectrum or trauma, to be verbal if they wish it, just as it is entirely possible for these people to be nonverbal in the Realm as well. Every Crossing accepts all without judgment, and changes each to their most inner self."

I couldn't shorten this quote because I have never read any rules/ world explanation thay has brought me such joy and emotion. I had to stop myself quoting the whole next section, "One you, many stories", which takes this concept of being the true and/ or whatever version of yourself you feel comfortable sharing at the table even further, introducing "You" and "Other You". This truly takes this concept even further, essentially stating you could always play any version of you both from your imagination or at any point in your life. This understanding of sensitivity to true self with full inclusivity is truly beautiful, and so very important.

I have so much more to say about how awesome this is and how you should go support the Kickstarter, but sadly my mental and physical conditions are severely limiting my ability to read, write and think. Suffice to say, I bloody love this and backed it instantly!

Legendlore RPG Setting for 5th Edition Fantasy Roleplaying, via @Kickstarter https://www.kickstarter.com/projects/339646881/legendlore-rpg-setting-for-5th-edition-fantasy-roleplaying-0?ref=android_project_share-0



Rating:
[5 of 5 Stars!]
Legendlore Manuscript Preview
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The Great Trial
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 06/11/2020 19:33:05

The Great Trial by Christian Zeuch (@czeuch)

An epic one-shot dungeon inspired by the most devious and infamous dungeons and their creators.

I find it inconceivable that this amount of awesome can be obtained for less than $6! This is nearly 40 pages of epic adventuring with one humongous dungeon that is one whole classic dungeon level, a labyrinth level with puzzles and a unique minotaur, AND a whole tropical demi-plane filled with more thought, flavour, encounters and events than many adventures!

This is truly an epic undertaking and a seriously awesome adventure, which is impressively both a love letter to old skool dungeons and their creators both in and out of game. This will be a great trial for adventurers new and old, but it is crafted with the care and understanding of 5e that we know and love, while harking back to the crucible of heroes that great dungeons of the past have been. I think this will test and titillate players of any and all generations, which is a phenomenal achievement.

Aenor Gleenwith is an Elven Wizard, Artificer, Engineer and huge dungeon nerd with posters of Acererak and Halaster up in their bedroom. He feels a compulsion to create a dungeon to surpass their masterpieces, workshopping the ultimate dungeon by kidnapping all manner of adventurers and reviving debriefing them on the other side.

Characters begin separated with novel advice of beginning the adventure with them individually over play by post messaging.

Hooks

A variety of catfishing bounties are suggested, along with a traditional hired in a tavern, only for the poster to be Aenor in disguise who turns an individual into a slug, puts them to sleep, freezes or simply batters the individual or group with multiple high level spells until they are easily transported to the dungeon. It’s also suggested the party could wake up in the dungeon with no memory, which only adds to the tension and confusion.

Detailed information is provided regarding placing this adventure in the Forgotten Realms, as well as advice on locating the dungeon anywhere.

It’s interesting to note Zeuch makes a point of stating: “Since this is a tough challenge, Aenor won’t mind players taking rests inside.” Though food and water could become a problem depending on the time frame and how closely track this in your games.

The dungeon is comprised of three levels: The Entry Level: Many challenges, but ultimately about acquiring the items necessary to move to the next level. The Labyrinth Level: Classic exploration and boss battle at its heart, though the minotaur is a bespoke creature. The “Halaster” Level: Inspired by the creator of the Undermountain, this is a dangerous jungle pocket dimension.

Chapter 1: The Entry Level

The characters begin in randomly assigned positions with a nice variety of puzzles to begin the testing, which also doubles up as a great list of quick puzzles to refer back to if you ever need.

Reunited or meeting for the first time the group comes together and the difficulty gets ratcheted up. “Many of these traps are designed to trick adventurers into making mistakes and could be considered unfair. Aenor understands that; his purpose is to give a sense of despair to the group.” These are truly evil and brilliant, as are the accompanying illustrations of the traps. After facing the cruelty of the traps, it’s time to rumble with a lot of interesting creatures primarily taken from Mordenkainen’s Tome of Foes! “The corridors are defended by weak creatures that are meant to give players a sense of power, but it’s only a ruse to lower their guard as the main rooms will contain hard fights that will wear them down physically and mentally.” There are just so many uniquely inspired and evil traps, as well classic and media inspired rooms and puzzles, including a maternal Aboleth whose ‘egg’ the party must snatch and another big boss to face once the level is defeated. You know, like seconds or dessert. Showing that Zeuch is equally malevolent as Aenor they suggest the use of alternative lingering damage rules from the DMG, which they also include links to their own extended version, as well as this little nugget. “This is just a reminder; All traps can cause lingering damage if you like to be mean with your players.” (Admittedly, things will be restored in the eventual completion of the dungeon, but it’s hard to feel sorry for the poor adventures!)

Chapter 2: The Labyrinth Level

Before the heroes can get out of the labyrinth, they have to get in. This requires solving a number of puzzles and taking on a couple of monsters to locate the items needed to unlock the way ahead. These feature some really thoughtful and brain-tickling conundrums, as well as a classic treasure fake out.

The labyrinth’s maze is presented alongside the introduction of Skill Challenges from 4e, which don’t appear on 5e, as a means for solving complex problems. The walls in this labyrinth move and change once a certain amount has been passed making doubling back is very difficult, which I definitely think qualifies this as complex puzzle. The Skill Challenge allows for various skills to be used with separate success and failure tables to randomly generate results and the party’s traversal or their lack thereof and/ or facing one of six original and nasty (and one literally wrapped in “soft wool”) traps or random encounters of undead punching bags.

At the centre is a mighty Minotal, a construct with preternatural speed and ability, which becomes all the more deadly when played in line with the well laid out strategy and flanking thwarting reaction. This robobullman (robull?) can be made more manageable by smashing stuff and interrupting magic in two side chambers, if the heroes are able to find their way to them.

Finally, free of the maze and into darkness where they will have to use the power of teamwork to get out and avoid the mechadragon who is not a team player.

If they can make it through, they’ve earned a long rest, a level up and facing the final dungeon level with a reminder that now is the time to be vigilant about the party’s water rations, because mwahahaha...

Chapter 3: The “Halaster” Level

A jungle demi-plane full of dinosaurs is just what the doctor ordered to shake things up a bit, as well as being a love letter to Halaster and their monument to misery, the Undermountain. Did I mention there’s a dino-gang consisting of an Indomitable Rex, T-Rex and Spinosaurus and if they don’t get you the dehydration will?! Oh, and there’s an “alien” area where even the plants try to kill you and everything is bigger, scarier and has more teeth!

A fantastic-looking map shows the whole demi-plane laid out as a hex crawl.

This is a real survival challenge with the water not being safe to drink unless boiled or magically purified and each character needing to drink a gallon of water a day to avoid rolling dreaded Constitution Saves with penalties for those overdressed for the jungle.

Each area is described with all its features and unique elements, as well as the odds of rolling a random encounter of three different tables split across the areas.

A large tribe of lizardfolk live on an island and could potentially be allies or enemies if the party can communicate with them, and perhaps they can even aid one another.

A full list of the dinosaurs and where to find their entries in their appropriate book, along with a link to Keith Ammann’s fantastic article about dinosaur tactics are provided for ease of reference and prep.

On top of the random encounters there are a host of awesome optional special events including a brutal raptor attack on a family of gorillas, a wall of giant insect swarms, a helpful and/ or annoying imp, a stampede, duelling T-Rexes (T-Rexi?), giant sharks and colossal whales and lizardfolk hunters who will cook a nice meal for their friends (if the party are friendly that is).

The questline to allow the PCs to escape revolves around the ruins that are spread out across the tropical demi-plane, each with their own challenges from a trial of athletic and acrobatics to a series of nasty traps so bold they have no need to hide, and a face off against a giant undead ape which will try and rip their faces off.

Triumphant and battered the heroes face their tormentor who has gold, prizes, the Wished return of any characters who died or suffered disfigurement and teleportation to wherever they might want to go!

Despite the fact he’ll do all he can to avoid a fight and teleport away if it gets too rough, Aenon’s unique statblock is included (because there’s going to be some adventurers who understandably want revenge on their captor), along with I-Rex: Indomitable Rex, Iron Wyvern, Minotal and Swarm of Giant Flying Insects.

I find it inconceivable that this amount of awesome can be obtained for less than $6! This is nearly 40 pages of epic adventuring with one humongous dungeon that is one whole classic dungeon level, and a labyrinth level with puzzles and a unique minotaur, as well as a whole tropical demi-plane filled with more thought, flavour, encounters and events than many adventures!

This is truly an epic undertaking and a seriously awesome adventure, which is impressively both a love letter to old skool dungeons and their creators both in and out of game. This will be a great trial for adventurers new and old, but it is crafted with the care and understanding of 5e that we know and love, while harking back to the crucible of heroes that great dungeons of the past have been. I think this will test and titillate players of any and all generations, which is a phenomenal achievement.

I am unbelievably excited to see what Zeuch does next!

Credits

Author: Christian Zeuch (@czeuch1 on Twitter) Cover Illustration: roman3d from Adobe Stock license Aenor (elf p5): Zairos Artwork commission BW Traps: Bruno (b.wolf art on Instagram) Editor: Max (@Rexr400 on Twitter)

Special Thanks

The Homebrewery for this amazing layout generator tool! www.wistedt.net for the inspiration on traps! (@PathsPeculiar on Twitter)

To Vitor Mühlstedt Lopes, César Cremasco Piva, Nicolas Piazza Konrad, Ricardo Nanaco for the feedback provided



Rating:
[5 of 5 Stars!]
The Great Trial
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Masks of Theros
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 06/03/2020 08:51:14

Masks of Theros from Steffie de Vaan (@100ThingsILove) & Cat Evans (@PerpetualGloom)

Whether this is your first time on Theros or you are well versed in the Greco-Roman mythology-inspired plane, you are in for the ride of your life! Defy the gods, battle monsters and heroes of legend and forge your own destiny with the fate of the entire plane at stake!

This is an epic adventure path told in five chapters, representing each colour of Mana in Magic: The Gathering with the themes and concepts of each colour evident and intrinsic within their adventure. Played as a connected campaign it takes players from level 1-11, while the adventures are presented so they can be played separately, maximising the playability!

This really has a bit of everything, as well as experiences, writing and approaches you won’t find anywhere else. All presented in an accessible and understandable manner, which will allow anyone to pick this up and tell a fantastic and unique tale with the story and tools on these pages. This is truly one of the most well put together and realised adventure paths I’ve ever seen. If you’re planning to play on Theros you need this!

When the god of the dead lost his lovers in the war with the archon, he poured his emotions and memories into masks of their likeness. Such is the power contained within them that they could possibly raise a mortal to godhood. Their being in the wrong hands is unthinkable, so Erebos scattered the fragments of one across Theros, in places no mere mortal could hope to reach. However, a former fanatic of Xenagos, slain god of revels, a Planeswalker who managed to ascend, is searching for the lost pieces. The fates foretell of adventurers rising to the challenge, facing five ordeals and proving themselves Fabled Heroes, though even Klothys, goddess of fate, knows not of their destiny.

The story sees the adventurers embroiled in an epic quest to reassemble the scattered pieces of the Elpis Mask, the only Artifact powerful enough to stop its partner, the Ainoe Mask, which falls into the wrong hands in the great polis of Meletis where the hero’s coming and part to play was foretold. To find the scattered fragments of the mournful Elpis Mask, they set out across the ocean to find an Oracle and face the trials of Thassa, goddess of the sea, in a city of the back of a legendary Kraken. Next the heroes must triumph in Mogis, god of slaughter’s, great bloody game on the battle-scarred plains of Phoberos in the middle of warring minotaur families, only to fall at the bloody hands of the god of wrath and pain in a fit of rage. Kruphix and Klothys, the interconnected god and goddess of the horizon and fate, spirit the adventurer’s souls away to Nyx, the surreal realm of dreams and the night sky where the gods reside as constellations, to exert their influence and attempt to fold the heroes into their own celestial machinations. Following this Journey into Nyx, the heroes are cast into the underworld—In Theros death is not always so final or peaceful. Here they may join forces or confront a perfidious former agent of Xenagos, as they traverse the land or the dead and face Kunoros, the monstrous, three-headed hound of Athreos, the god of passage into the afterlife. After braving these ordeals, the mighty heroes must face Heliod, god of the sun’s, champion in the temple where the last piece of the wondrous, devastating mask is hidden. Can the heroes triumph over death itself and return whole? Bones have been cast and entrails read, but it appears their fate is truly in their own hands.

Erebos’ Grief by Cat Evans (Levels 1-3 White)

This adventure is written wonderfully and, besides from being a phenomenal entry point for those of any experience with Theros and a lot of fun, it’s put together in a brilliant manner in which multiple hooks and events provide options and ways to keep the story on track organically, as the adventurers have a task to complete with more than one differently motivated questgiver. Plus, if all else fails Calisto, the phenomenally awesome, confident, bad arse, evil Wonder Woman, Warlady, who wins bestest ever first NPC introduced in an adventure path ever, simply assaults the town and gets it going!

The suggestions for setting scenes and provision of NPC knowledge, responses to likely questions, motivation, mannerisms, and quote are inspired and, along with the whole format and approach to the provision of information and details, are sublime.

A clever, point-based investigation with clues and conclusions allows all PCs a chance to be useful, along with exploration of the city and setting up coming really caught my attention, reminding me, through doing the complete opposite great work of showing, rather than the telling (and simply clicking) of Assassin’s Creed: Origins investigation scenes.

The adventure revolves around the discovery of a much older hidden temple beneath the city with many different paths to the information, entry and through the temple, including my favourite option of fighting 100 poisonous snakes!

Ultimately, this is an introductory adventure that should be studied as an example of not only being a fun adventure, introductory or otherwise, with its overarching fixed plot and yet so much potential for variety throughout without being overwhelming to prepare and run, as well as being an exceptional starter to a campaign/ adventure path.

Also, I think this line is peak Evans: “If you want to immerse the heroes in the consequences of their failure, consider running short vignettes...” I love me some vignettes!

Thassa’s Intercession by Christian Eichhorn (Levels 3-5 Blue)

The heroes set sail with “Cursed Captain” Argon, an undead (Returned) with a cool ship with “drab, black sails”, Eternal Seeker, to find an Oracle on the back of a Kraken, facing one of the coolest dangers ever described in a motley trio of monsters, a chimera , one winged siren and a giant octopus! Just get a load of this:

“The chimera has the heads of an eel, a shark, and a narwhal. Its body is scaly, like that of a fish. Instead of fire, its breath attack deals lighting damage and originates from the eel head.”

On the Fabled kraken, crustaceans create a chitinous brick road in a welcome far more friendly than the one the Gunslinger faced on the beach with the lobstrosities, which came to mind and I never miss an opportunity to share the word lobstrosities!

A meeting with the Oracle leads to a breathtaking trial in a puzzle-filled temple, figuratively and literally due to the awesome antics being underwater with a timed water breathing element. This trial temple makes fantastic use of lair actions with an impressive list, ranging from enchanting creatures and rooms, cursing PCs and summoning creatures for the DM to play with. But the chief dish of the meal is a living mural puzzle with a painted hero the adventurers can interact with. Essentially, it’s a looping choose your own adventure with puzzle elements and dangers both in the painting and the temple itself. I cannot get enough of this awesomeness!

In a final crescendo to this symphony, the heroes face a fearsome Brine Giant alongside the oracle and their stalwart Returned captain.

Mogis’ Game by Beatriz T. Dias (Levels 5-7 Red)

The quest for the mask fragments brings the party to Phoberos, the Plain of Strife for Mogis’ grand game of Blood with five minotaur families who have been fighting for months to gain a Boon from the god of slaughter.

This sandbox adventure features a renown system for making friends and enemies with the five families, each presented with diverse character, aspects and interests. Fight, form alliances and/ or betray with tables of suggested actions and random events that come together to create a dynamic holiday of hooves, horns, flowers and lots of carnage, especially when the big guy himself shows up...

Kruphix’s Revelation by Oliver Clegg (Levels 7-9 Green)

Whisked away to dreamland by the gods of possibility and destiny things get weird, which is most certainly Clegg’s wheelhouse. The bizarre, celestial realm of Nyx, its inhabitants and the impossibility of describing gods of everything that could be and will be are truly encapsulated and rendered beautifully. The indescribable is written in a manner that is perfectly apt and out of this world and/ or plane!

There is a fabulous warping of the rules governing movement, the size and type of Nyxborn creatures and a sole, god-given token for respite, reflecting the ephemeral land of dreams, nightmares and the night sky, as well as solid advice regarding using this as a standalone adventure. The possible difficulties inherent in running an adventure in a dreamscape individual characters could awaken from are addressed and stellar advice provided.

A magnificent merging of visions and wholly unique set of trap and monster encounters see the adventurers facing sparks of creation, smothering grief, and the perilous tangling of destiny by the Nyxweaver Spiders, as well as a terrifying portents of war in battle against a Nyxborn Hydra whose multiple heads “scream of disasters” and a gargantuan elemental in the fiery form of fate’s foe!

Caught between the horizon and a divined place, the heroes must act as arbiters of the will of one or other of the divided gods of possibility and omens. Only united can they earn favour and proceed, though Clegg and the gods account for PCs’ Shenanigans, which could result in Ill-fortune until the Gods are appeased, with such amusing and unfortunate results as “hurling a sword into the face of a sidekick or setting their own shoes on fire.”

Heliod’s Wraith by Steffie de Vaan (Level 9-11 Black)

In a dark reflection of Meletis they party face the object of the spiritual debate and the choice whether to engage the evil, yet epic Warlady and her minotaur guards, or attempt to traverse the underworld maze with awesome, atmospheric and gloomy random encounters mirroring the events and folx from the journey so far, together.

I feel the need to highlight the fact that, despite requiring a blood tithe, the Vampire husbands who guard the temple understand consent (so you should too).

Inside the temple the heroes face the god of death’s three-headed pupper with the need to sneak, make a really tough deal or throw down, before exploring more creepy cool random encounters leading to Eftalia, Heliod’s champion who stands between the party and the final piece.

There are many different ways for things to finally shake out in the underworld with bargains, betrayals and brawls all on the table with serious stakes and narrative weight, before hopefully making it back to the land of the living. Due to the moving parts and parties invested in the masks, there are many endings with vastly different ramifications for the future of the party and plane, including many seeds for further adventures, being faced with the needs of the many versus the needs of the few... and the ultimate end of all life on the plane.

Also included is a very prescient piece of evergreen advice: “Don’t spring the destruction of the world on [the players] unawares.”

Appendix I: The Masks of Theros

The Elpis Mask is broken down into its five fragments and the stages of its unlocked powers by level for each coloured fragment. Each fragment being a legendary wondrous item in their own right. The stages relate to the increasingly awesome abilities the fragments convey to those attuned to them. These are epic and really give the feeling of wielding mythic items with each unlocked stage making a real difference on this odyssey.

The coloured fragments, as with the relative adventures, show a true understanding of the Magic: The Gathering colour pie and the themes of each colour. Although, from my old days of playing, I would have thought it would be blue who got all the counterspells, though I do understand the way they went with the boosts to Intelligence and other control elements of blue, as well as the amusing nod to blue tokens with the ability to summon homunculi.

The unbreakable Ainoe Mask is an Artifact with phenomenal cosmic power, which can paralyse, using the most tragic memory of the person laying the lightest touch on its luminescent stone facade. In Calisto’s hands it’s truly terrifying!

It’s so refreshing to see the eponymous and story-pivotal magic items live up to their narrative reputation!

Appendix II: Antagonists

Seven unique creatures are included with this adventure from the mighty Brine Giant, Nyxborn Hydra, Daybreak Chimera and Kunoros, the three-headed hound of the god of death, in the monsters department showing off an impressive taste of the fauna of the plane, and Calisto, Scourge of Theros, the BBEW (Big Bad Evil Warlady), Dakun, the FFLFMF (Ferocious Family Leader of the Fellhide Minotaur Family), and Eftalia, Champion of Heliod, the BBLNLL (Big Bad Lawful Neutral Leonin Lady) as the powerful cast of unique NPCs.

The additional features added to existing statblocks for Meletis’ Reverent Army Soldiers and Officers are an awesome thematic addition.

Appendix: III: Meletis

I cannot believe this, but they only bloody included the best part of the information of a whole city, I mean Polis! This is a setting, homebase and an incredibly handy primer for anyone running adventures in Meletis or Theros generally. This includes the political and background information, local expressions, ten NPCs with everything needed for DMs to run them that paint a vivid picture of the diverse polis, as well the City Layout with details of eight areas and districts serving to bring the polis to life!

Appendix IV: Maps

Eichhorn’s cartography is stylish and functional with three battlemaps, Argon’s ship, Eternal Seeker, Thassa’s Temple and the Trials Temple.

Gist’s cover and internal art are stunning and evocative, complimenting the adventures and Evans’ professional, thematic and stylish layout.

This is a seriously awesome collection of adventures that tell a truly mythic tale. This is the kind of adventure path that leaves me instantly desperate to take part on both sides of the screen, and will inspire countless legendary campaigns!

Whether this is your first time on Theros or you are well versed in the Greco-Roman mythology-inspired plane, you are in for the ride of your life! Defy the gods, battle monsters and heroes of legend and forge your own destiny with the fate of the entire plane at stake!

This really has a bit of everything, as well as experiences, writing and approaches you won’t find anywhere else. All presented in an accessible and understandable manner, which will allow anyone to pick this up and tell a fantastic and unique tale with the story and tools on these pages. This is truly one of the most well put together and realised adventure paths I’ve ever seen. If you’re planning to play on Theros you need this!

Credits

Development: Steffie de Vaan & Cat Evans Writing: Cat Evans, Christian Eichhorn, Beatriz Dias, Oliver Clegg, Steffie de Vaan Cover & Original Interior Art: Liz Gist Additional Art: Adobe Stock, Envato Elements, Colleen O’Dell from Pixabay, Clker-Free-Vector-Images on Pixabay, Open Clipart Vectors on Pixabay, Mohamed Hassan on Pixabay, Gordon Johnson on Pixabay, Pandanna Imagen on Pixabay, Emmie Norfolk on Pixabay, Mana symbols provided by www.filkearney.com. Layout: Cat Evans Cartography: Christian Eichhorn



Rating:
[5 of 5 Stars!]
Masks of Theros
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Mythological Magic Items
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 06/03/2020 08:30:43

Mythological Magic Items from Arcanist Press (@Arcanist Press)

“The magical creations herein hail from classical antiquity. Whether they be in the hands of friend or foe, they are certain to infuse your game with a certain mythological flavour straight from the epic poems of old! In addition to 30 magic items, there is also a bonus creature from the gates of hell.”

This collection of 30 Greco-Roman mythology inspired magic items are perfect for using in any Theros game, as well as any other with gods and legendary heroes. Taking inspiration directly from the rich mythology and folklore that blur the lines of reality and fiction, these items would also work well with any setting using our own world as inspiration.

These are such a wide range of magical arms, armour and or items, as well as an absolute who’s who of antiquity from Archimedes to Zeus and Hades to Icarus. The way in which the mythology of the gods, philosophers and heroes are converted and distilled into magic items is seriously impressive, as well as being a great crash course in these fascinating stories still inspiring creations thousands of years later!

I really like the tidbits of lore included with many of the items, especially with some of the items showing dispute and hearsay of the deeds, wielders and creators of these divine weapons, which is a great touch exemplified by the Aegis of Zeus having been “wielded by the legendary Zeus, or perhaps Athena, depending on which tales you hear.” This captures the immutable nature of mythology, after being told by and handed down through so many storytellers, and shows just how easy it would be to change the names or rework the lore for these items to fit any setting or game. The Ring of Gyges, for instance is faithful to the mythological tales of an actual king of Lydia, which is mechanically the One Ring from Tolkien’s works.

Pandora’s Box is an item that has always fascinated me and there are so many different ways to interpret and represent it. Marshall’s interpretation of the gift and a curse element, represented by being poisoned, while gaining bonuses to healing and death saves is inspired.

Also included, is a statblock for world’s most famous three-head pupper and guardian of the gates of Hades, Cerberus. Who better to guard these mythological magic Items? Clocking in at CR 3, comparable to their hellhound cousins, this might not be the most terrifying presentation, compared to more modern representations of the pooch of the underworld, but being as they just a large, terrifying hound described as having between one and a hundred heads, possibly with snakes involved (though that’s more their father, Typhon’s whole deal), which Heracles (the original Greek Hercules) defeated and even marched through the streets of Greece in some tellings.

Impressive cover art by Bien Flores and Basith Ibrahim.

Lovely thematic mosaic background and great use of classical and stock art that capture and convey the Hellenic vibe.

This is an awesome treasure trove of magical items woven from the tapestry of mythology and the many inspiring gods, mortals and everything in between that will lend a mystique and some fun, flavourful items to your games.

Credits

Author: Eugene Marshall Layout: Amy Bliss Marshall Cover: Figure Inks by Bien Flores, Figure Colors by Basith Ibrahim, Background Image by Yusef Dundar Interior Art: art made available under the Community Content Agreement for the DMs Guild by Wizards of the Coast and from Edouard Dognin, Mateus Campos, Mike Gorrell, & Milada Vigerova



Rating:
[5 of 5 Stars!]
Mythological Magic Items
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Mythic Encounters
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 06/03/2020 07:39:06

Mythic Encounters by Bryan Holmes (@FallenWyvern), Steve Fiddler (@VorpalDicePress) and E. R. F. Jordan (@erfjordan)

“Mythic traits are the fuel that creates a mythic encounter. The mixture is: one part storyline-focused event, one part two-phase battle, and a dash of introducing a whole new way of battling your foe. When a creature with a mythic trait is reduced to 0 hit points, it is instead reduced to 1 hit point. Then, it typically either regains all its hit points or gains temporary hit points equal to its maximum number of hit points. In some cases, a new goal for the fight appears, such as an exposed heart or other objective that must be cleared before the battle is truly over. After activating its mythic trait, the creature gains access to mythic actions, and might also gain temporary passive benefits...”

36 Chambers of Mythic Foes from Acererak (and his incredibly slimming Demilich form) to one serious Terrasque Mother (and her adorable babies!), with something for every setting, mood, plane and campaign, including old favourites, deep cuts and the highest quality dragon butts. All CR 21+ foes from a variety of official published materials including the Monster Manual, Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes and other published materials (including novels such as Darkwalker on Moonshae by Douglas Niles and the DMs Guild) to let you make your adventures of truly mythic proportions.” These Mythic monsters include so many named creatures who step out of the mould of and/ or truly exemplify their nature, as Acererak is to a common tomb or dungeon Lich, Eco is the apotheosis of a solar and Adamastor ain’t your typical Astral Dreadnought!

Liches, Dragons and Fiends, oh my! Mountains of marvellous, monstrous, momentous, miraculous, merciless, malevolent... MYTHIC MONSTERS and Encounters that showcase their mega machinations and match mighty mortals with magnificent mutations and morphed manipulations of these monolithic monikered masters!

The supplement provides a comprehensive breakdown of what makes a Mythic encounter, creature and trait, as well as getting into the mythic boons, items and spells granted to those vaunted heroes who manage to survive these ordeals. Followed by concise guidelines for creating your own mythic creatures and encounters.

A Mythic Boon is provided to really get your adventurers in the Mythic mood with Boon of the Mythic Hero, truly cementing a hero’s legend with otherworldly prowess and a true affinity with the new Mythic rewards.

The Mythic Ascendant background is a fun and flavourful beginning for those destined for greatness with prophetic ties to the titans in this supplement they may one day grow up to face.

Every creature is laid out splendidly with background, lore and personality (if the creature has more of a consciousness than the sole compulsion to destroy) with references to books and articles where DMs can learn more about these colossal creatures and their first sightings. This is followed by the monster’s lair and inspired and expanded lair actions (such as a mighty Celestial champion listing legendary feats so impressive as to quell their mortal foes), the effect these abominations on the region around their lair, the eloquent and captivating description of their transformation/ escalation to their Mythic aspect (such as Baphomet’s fractal nightmare and the spine-chilling assertion of his renewed stalking!), spectacular rewards including adjusted XP, Mythic items and spells. Some even have their own mighty minions (such as Ileuthra’s deadly books becoming CR 10 Word Archons and suggested loadouts for Orcus’ Undead Horde) with unique statblocks,

And of course, the transmogrification to their final Mythic form, including attributes, abilities and other changes (such as Brassheart’s new ability to attempt burn up all the oxygen around in the introducing a new mechanic in heat sickness!).

We finally answer to the question would you rather, fight the CR 30 Terrasque progenitor of their kind, or “hundreds, if not thousands” spawning Terrasque babies? The answer: No! Pleas gods, why?! They are both terrifying!!!

If CR 30 seems too mean, how about two CR 21 twinsies dragons, double dragons if you will, whose Mythic metamorphoses doubles themselves and their Legendary Actions...so that’s technically quadruple CR 21 dragons...

Double the flavour. Double the danger. Double the reward.

This all comes together to inspire truly awesome adventures, encounters and campaigns with the narrative elements provided. There’s an imprisoned former god wrestling for control of the form of the angel that keeps him bound within for goodness sake! The stories leap from the page!

On top of the 36 creatures, this supplement contains 16 Mythic Spells that can be learned by mashing specific monsters, including fabled 9th level spells, ranging from becoming as swol as one as Baphomet’s badbois to turning dead bodies into Yeenoghu’s dastardly demon doggos or even rocking the dead to life with you vocals like a Mythical Twiztid (Jamie Madrox and the Mon-Orcus-ide Child).

If that’s not enough, how about 65 Mythic Items with Ancient Dragon Hearts in every colour of the rainbow (which come together to create 2 Mythic Artifacts: Platinum Dragon’s Crown and Tiamat’s Choker), foul Fiendish finery, armour, blades and flails, and magical reigns that allow you to ride an Illusory Dragon, among the treasure trove!

From the layout to the writing and beautiful artwork (many of which bring some fresh takes and styles to known creatures and characters), this is a true work of art and a fully functional tome of foreboding foes! This is a simply gorgeous and professionally presented supplement in every regard, it just happens to contain things that will give level 20 characters nightmares.

Credits

Designers: Steve Fiddler, Bryan Holmes Editor: E. R. F. Jordan Art Direction and Graphic Design: Steve Fidler Layout: Steve Fidler (based on the InDesign template by Nathanaël Roux) Layout Consultant: Nathanaël Roux Cover Art: Dante Ezio Cifaldi Interior Art: Lluis Abadias, Marcel Budde, GeunBrush, Nikki Dawes, Steve Fidler, Felipe Gaona, Bryan Holmes, Leonardo Lambrecht, Aleksandra Włodarczyk, Jacob Blackmon, Daniel Comerci, Bob Greyvenstein, Rick Hershey, Jack Holliday, Eric Lofgren, Lars Rune, Dean Spencer, Matt Morrow, Adobe Stock (Destina, yanushkov, warmtail, jenteva, IgorZh, James Thew, Fernando Batista, denzorr, grandfailure, weirdmedia, Pavlo, Mopic), Various Pixabay, Vecteezy.

Special Thanks: Ed Greenwood, Israel Moreira



Rating:
[5 of 5 Stars!]
Mythic Encounters
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The Gray Merchant of Asphodel: 100+ Theros Magic Items
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 06/03/2020 06:33:50

The Gray Merchant of Asphodel from The Gallant Goblin (@GallantGoblin)

I cannot accurately describe the excitement I felt when I discovered these Fabled Heroes were putting out a supplement based around one of my favourite Magic: The Gathering cards of all time, the lovingly monikered Gary! Not to mention my joy seeing my old friend, the Sigiled Starfish realised with such fabulous portents!

I am completely A-SH(i)OOK and my expectations were Demolished by this Peak Eruption and Godsend of a supplement of OVER 100 NEW ITEMS!

This supplement introduces the Gray Merchant of Asphodel with spectacular flavour text and statblock ready to drop into your games, their unique bartering system of sentimentality, along with more traditional pricing and unique effects depending on the balance of the trade, as well as a monumental collection of Gary’s items from their bottomless Bag of Holding with all manner of wares from terrific trinkets to Artefacts with the power of Archons. Each item is brimming with flavour and phenomenal inspiration for your games from worthy rewards to Plane-shaking campaign elements, as well as a whole new story class of item, such as an Iroan Pledge, possibly from torn from the hands of a captured hoplite or a scrap of epic poetry, which comes with ideas and tables to craft countless different tales and adventures. Plus, where applicable, direct links are provided to the cards that inspired each item!

The knowledge, understanding and love of the plane, its stories, characters and mythos, as well as the mechanics in Magic: The Gathering and the Theros blocks and sets, radiate from the pages with brightness of Heliod’s radiance reflecting off a mythic judge’s foil. There is true care and reverence in abundance, alongside a knowing joyful tongue in cheek silliness that has some fun and wordplay with the legendary Greco-Roman inspired setting, encapsulated perfectly in the Bidet of Thassa. To love is to take the Pyxis...

Feel the blessings of the Gods and wield their strength, arms and Artifacts, perform rituals with anathema, gambling high stakes on the omens the entrails speak with thematic, epic results, pool your health to become a mighty phalanx fighting in unison, wear glamorous pearls able to detect love or grief, get judged by a golden apple, drink a distilled potion of the Tortoise and Achilles paradox and wear magical headgear made of victory and lightning!

Did I mention there’s a Deer Icon that covers you in “soft downy fur” and a “bushy white tail” as well as making you more runny and jumpy? How about a Lamprey Icon that grants a huge mouthful of paralysing teeth that suck features out of creatures?! The Icon cycle is vast, varied and spectacular!

Finally, there are tables upon tables to aid randomising Gary’s offerings, with separate sections broken down by level, rarity and the letter labelled style as in the DMG, all with helpful explanations, notes and percentages!

From the breathtaking cover from Victor Tan (@VictorTanDesign) to the phenomenal writing, incredibly vast treasure trove of wonders and professional layout, this is a monumental achievement and a truly phenomenal supplement, which will inspire and give the heroes the tools needed to accomplish deeds of mythic proportions, bringing joy and magic to DMs and players alike!

Lead Writer: Grady Wang Writer & Editor: Theo Thourson Cover Artist: Victor Tan Interior Artist & Layout Designer: Grady Wang Magic: The Gathering Consultant: Cassie Rose Footer Graphic Designer: penji.co (Billie Cordova) Gallant Goblin Logo Artist: penji.co (mascot by Kenny Samson, typography by Luigi Nablo) penji.co is a subscription graphic design service that has served us well when we need a middle ground between free art resources and a commissioned artist. You can try one month with 15% off by entering our promo code 27HIIFRTA1261503 or clicking the links above. We receive a referral bonus if you sign up with our code. Special thanks to Ashley Warren for her mentorship and advice on productivity, creativity, and the wild world of writing for TTRPGs. Satine Phoenix for providing developmental consulting. You can join both on Patreon and benefit from the wisdom they share to their backers as well. Royalty-free art resources used from the following sites: pexels.com, pixabay.com, share.substance3d.com, textures.com, turbosquid.com “Watercolor Splashers” brushes from brusheezy.com licensed under Creative Commons BY-ND Party vector created by macrovector from freepik.com https://www.freepik.com/free-photos-vectors/party ABOUT THEAUTHORS GRADYWANG and THEO THOURSON are co-founders of THEGALLANTGOBLIN, which began as a YouTube review channel for TTRPG miniatures. We currently live in Bakersfield, California with our family of rescue cats and are hard at work creating content to help you make the most of your TTRPG gaming experience. We’d love to hear from you about this supplement, how you used it in your game, or anything else that comes to mind! Join us on: YouTube youtube.com/thegallantgoblin Twitter @gallantgoblin Facebook facebook.com/thegallantgoblin Instagram @thegallantgoblin Our website gallantgoblin.com



Rating:
[5 of 5 Stars!]
The Gray Merchant of Asphodel: 100+ Theros Magic Items
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Shelter In Play
Publisher: Go Nerdy
by Curse o. S. [Verified Purchaser]
Date Added: 05/27/2020 11:53:53

This is an incredible bundle of joy from so many fabulous and talented folx coming together for a fantastic cause organised by a pillar of the TTRPG community.Get it before it's gone and do your part to help!

Makes a wonderful gift and lots of fun for all ages!

Share the joy and be part of something good in the TTRPG community!



Rating:
[5 of 5 Stars!]
Shelter In Play
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Fresh Press: Magic Misspell
Publisher: CoffeeSnake Studios
by Curse o. S. [Verified Purchaser]
Date Added: 05/24/2020 07:55:57

Fresh Press: Magical Misspell by CoffeeSnake Studios (@CoffeeSnakeGame)

“Now serving 69 hot fresh new spells, all based on existing OGL spells. Crafted by the Grand Diviner Cabbage, kobold wizard extraordinaire, enjoy new takes on classics such as: Arcane Dye, Firebelt, Cloudkrill, Sunbear, Maize, Fish”

This supplement opens with the quaint story of the reader wandering in the “Bizarre Bazaar” (market not the Insane Clown Posse double album), and coming upon the tent of the kobold wizard, Cabbage, with a strange and unique “lexicographical talent” she developed from studying “wizardly arts (her term) from her Gold Dragon-mom (also her term), she started scribing spell scrolls as practice but had a slight… mishap in spelling.” This adorable kobold tells the tale of how their “variants” came to be and what they have on offer.

These spells are fun, wild and all over the place. Advice provided suggests, “GMs are welcome to sell a spell scroll for any of the following spells at prices fair to their game or include them as treasure. A GM could permit a character of any class to learn one of these spells or for a wizard to add it to their spellbook”

New Spells by Level

This list contains all the spells in level order, each with the original spell that inspired it in parentheses.

With there being 69 spells (nice) I won’t be able to go through them all so I shall pick out some of my favourites to share with you. Let’s take a look to see how absolutely ridiculous and spectacularly awesome these beauties are.

“Animate Bread (Animate Dead) V, S, M (flour, water, yeast, and a pinch of salt) ...Choose a bowl of bread dough within range. Your spell imbues the target with life, activating the yeast and flash-baking it into a special construct. The target becomes a medium sized Animated Bread...”

I’m a big fan of the flavourful material components in spells and how ridiculously specific and/ or apropos they are, and this is a glorious addition. I love the fact the spell activates the yeast and flash-bakes the bread, and I would hugely appreciate instantaneous flash-baking in real life!

There’s a full statblock for the Animated Bread in the back of the supplement, but right now I’m just focused on this ability: “Delicious Aroma (1/Day). A 10-food radius of the delicious smell of fresh baked bread extends out from the Animated Bread. The smell spreads around corners.” We all know how good the aroma of freshly baked bread is, but this crusted construct smells so good a failed save leaves you with disadvantage on attacks and checks, and only able to use an action or bonus action until the end of your next turn because the smell has you salivating and hankering for a hunk of that hunky bread.

Now I really want bread and can’t stop thinking about how much better Animated Bread smells than undead. Necromancers should become bakers! Grave Bony Bake Off, anyone?

“Cone of Cone (Cone of Cold) V, S, M (a small crystal or glass cone containing a small crystal or glass cone containing a small crystal or glass cone) You project a dizzying fractal cone of cones outward from your hands...Each creature affected by the 60-foot cone projects another cone in a direction of the caster’s choosing. All creatures in these 30-ft cones (not counting the creature of origin) ...Each creature affected by a 30-foot cone projects another [15-foot] cone in a direction of the caster’s choosing...”

This is a glorious fractal nightmare of cones all the way down! With this a spellcaster can cover an entire battalion with these cascading cavalcades of cones! There’s just something so entertaining about such a long, complicated and effective spell coming from such a simple name.

“Control Waiter (Control Water) V, S, M (a rainbow patterned bowtie) This spell creates a construct of magical force that is nearly invisible, save for an opaque, rainbow patterned bow tie...It cannot be harmed, but also cannot attack...The waiter can perform any task that a non-magical servant could...It is capable of making independent decisions to execute your desires, and the waiter retains the memories of prior casts of this spell. The waiter can cast Unseen servant at will to assist it in its duties. If you cast this spell each day for a year in the same home, it becomes permanent.”

This is an awesome step up from and the logical evolution of Unseen Servant. The rainbow patterned bow tie is an amusing touch, but other than that and the name this is a serious spell that is seriously useful for maintaining strongholds, clearing out the detritus from ruins or even as first response emergency services! The possibilities are almost endless, especially with them retaining memories from proper castings. In many ways they are the mundane analogue to Janet from The Good Place.

This is also one of those spells that can be great for inspiration and flavour. Imagine a ruined keep or a castle buried in the Underdark from a sinkhole. How and why are these seemingly abandoned and lost sites kept so clean and repaired? Why are there so many Unseen Servants fighting an endless war against encroaching plant life and animals in this forest-reclaimed manor? How would centuries alone affect a magical construct created from a permanent casting of this spell and what if some arcane or eldritch power warped them in that time? So much potential for ghost town antics!

“Dimension Deer (Dimension Door) ...You summon a single dimension deer that appears in an unoccupied space that you can see within range. The dimension deer disappears when it drops to 0 hit points or when the spell ends...”

The name alone conjures all manner of images, and the spell itself doesn’t disappoint. Unlike their terrestrial siblings, the dimension deer has the ability to teleport. Teleportation can be combined with their Ram attack, allowing for some very surprising banging butts! Higher levels summon more, which would be so much fun, whizzing and bamfing around!

“Fish (Wish) You summon the mightiest of fish, a true leviathan: a kraken...It respects any verbal commands that you issue to it (no action required by you), though it may take a different course of action if it deems necessary. If you don’t issue any commands to the kraken, it will act of its own accord and according to its nature.”

I know you could always Wish for one, but the specificity of this spell brings such a smile to my face! I really enjoy that, while it will follow the summoner’s commands, it might know best way to do it instead, and has more agency if left on its own than other summoned creatures due to its greater intelligence and legendary status.

Just imagine having this in your back pocket when staring down the barrel of a TPK!

“Forcerage (Forcecage) V, S, M (a bucket of pig’s blood, that you pour over yourself while casting) ...You enter a telekinetic fugue state, your mind lashing out at all threats. You gain the benefits of the spell telekinesis, but become incapable of concentrating on any spell and cannot cast another. For the duration, you may use one of the following in place of one of telekinesis’s features... Choke. As an action, you may attempt to choke a creature with mental force... Telekinetic Slam. You lift a creature or object that you can see within 60 feet of you into the air and slam it to the ground with great force... Telekinetic Smash. You strike a creature with great mental force...You may also use this feature as a reaction upon suffering damage from an attack...”

First of all, one of the components is “a bucket of blood that you pour over yourself while casting”, which along with the abilities is a clear reference to Stephen King’s 1974 novel Carrie and Brian De Palma’s 1976 film of the book. They may all laugh at you, then look very confused and disturbed while you start pouring blood on yourself, but they will be terrified and obliterated when you unleash these powers! I’m also getting some serious Sith and the Darkside of the Force from Star Wars vibes from all but named, Force Choke.

I love new spells that build upon and evolve existing ones, as this does with Telekinesis. The variety, epicness and ability to keep the effects going are awesome, especially if you are able to have the rest of the party keeping the caster covered, allowing Sith Carrie to wreak havoc to their heart’s content!

“Massage (Message) ...Your hands are infused with healing and protective energy. A touched creature other than yourself gains...temporary hit points and is freed from paralysis...”

What can I say? I’m very partial to a massage and who needs a good massage more than an adventurer before a big combat? Could lead to some interesting inter-party dynamics

“Sunbear (Sunbeam) ...You summon a single sunbear that appears in an unoccupied space that you can see within range. A sunbear is a powerful celestial creature imbued with the power of daylight...”

These celestial bears have these awesome unique abilities: “Solar Flare. Ranged spell attack...The light of these attacks is considered sunlight. Supernova. The sunbear grows in size and fury; for one minute it becomes Huge, it doubles in size and its weight is multiplied by 8...”

As a Werebear, I do have an appreciation for my bear sibling, especially ones that shoot weaponised sunlight and have the ability to greatly increase their mass at will! I just love summoning and new creatures so much!

“Wyrd (Weird) ...You instantly learn the full designs of fate for a creature of your choice that you can see within range. You can choose to shatter the creature’s destiny. If the creature is unwilling, it must make a Charisma saving throw. On a failed save, or if the creature is willing, it is severed from fate. Prophecies must find a new chosen one, nobles lose their houses and monarchs their crowns, and all contracts and pacts to which the creature was bound are voided and of no effect. All curses, diseases, poisons, and magical effects affecting the creature end. All items to which the creature is attuned are unattuned. A creature may gain the benefit from this spell only once in their existence.”

They most definitely saved the best for last! This is an absolutely phenomenal spell full of flavour and serious metaphysical weight! Wyrd is just a bloody brilliant spell in its own right, worthy of being taken seriously, far more than simply an amusing alternate spelling.

There is so much potential for entire campaigns based around this spell. Perhaps a particularly powerful and awful Lich has ruled the lands for aeons and there are whispers that there is a spell so potent, the Unseelie Court keep it guarded in the depths of a frozen tomb that reaches into the dank depths of the Feydark that could topple their empire...or a powerful royal discovers a terrible prophecy about their unborn child and hires heroes to scour the planes for a way of free them... It could even be that a powerful hag coven, demon or even an evil god damns one or all of the party with a curse so foul no known spell can counter it, but a wild prophecy is delivered to a druid sage that could save the day... My mind is absolutely buzzing with inspiration from the fantastic spell!

Good D&D elements are really useful and helpful, but truly great ones are awesomely inspiring!

There were just so many I loved, but couldn’t cover, so here’s a few honourable mentions:

Arcane Band has “an iridescent glass disc” aka a CD component, Cloudkrill summons cloud of voracious flying shrimp, Detect Poisson and disease help you find fish, among other things, Detest Magic makes someone become appalled and unwilling to have anything to do with magic, Frog Cloud summons a cloud of frogs, Perverse Gravity is a nightmare of physics and torture, Tiny Hat forces a piece of “manufactured headwear” to shrink on the wearer’s head causing damage and making them look adorable!

This is a phenomenally well thought out and professionally executed supplement based on a silly idea worth so very much more than its $4.50 price tag. In the wrong hands and not taken as seriously, this could have been something to cast your eyes over, have a chuckle and never think of again, but CoffeeSnake have produced a hilarious, ridiculous and inspiring selection of spells and these new creatures! Of course, some of these are just plain nonsense fun, but there is clear talent and heart here. CoffeeSnake most definitely have my attention and I cannot wait to check out more of their wares!

If my word isn’t enough for you, there is a free sample: Wall of Horse on their itch product page.

If you are on a low or precarious income, CoffeeSnake generously offer a large number of Community Copies, with an email address to contact if they run out. This kind of openness and understanding is truly wonderful to see.

Credits

CoffeeSnake Studios (@CoffeeSnakeGame) Writing and Design: Andrew Rasmussen Character of Cabbage: Rachel ‘Pi’ Gibson (@PiDraws) Burning Hinds and editing by: Paul Burd



Rating:
[5 of 5 Stars!]
Fresh Press: Magic Misspell
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Titans of the Ancient World
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 05/21/2020 05:15:10

Kaiju Fight by Jackson Lewis (@HoneyBadger3495)

I’m sure you felt the tremors when this collection of colossal creatures was first conceived. We all watched our dice rattle and spill on the floor with the rumblings of this being penned. And now may the gods have mercy on our souls as these behemoths are unleashed, erupting from the firmament, falling from the sky, and lumbering forth, the earth quaking with their every fetid step.

Lewis has unleashed something truly awful and magnificent, and by the atomic breath of so-called King of Monsters players, DMs and even the mighty Terrasque should quiver with excitement and utter terror!

Seven new CR 30 Kaiju with enough lore, history, personality, tactics, seeds and ways to work these monumental monsters into your games. These range from a dinosaur, a desperately sad goblin who got real swoll in undeath to unholy amalgamations of creatures, a diabolical double act and a monstrous hungry worm queen and all their hive attendants.

Credits

Author: Jackson Lewis (@HoneyBadger3495) Editor: Isaac May (@ Layout: Chris Hopper (@chrishopper2) Art by Coriona Matthews with cc0-licensed photos from pixabay.com



Rating:
[5 of 5 Stars!]
Titans of the Ancient World
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Color Mana Spell Points CORE+KT [BUNDLE]
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 05/20/2020 10:14:06

This is a fantastic bundle at an incredulous price for the blood, sweat and islands that have been poured into this system and mechanics.

This is Kearney's Mana-gnum Opus and a truly inspired set of works that bring something old, something new, something borrowed and something U to D&D5e.

In the right hands this opens up a whole new plane of possibilities!



Rating:
[5 of 5 Stars!]
Color Mana Spell Points CORE+KT [BUNDLE]
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