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School of Geometry
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 02/19/2019 13:43:20

The School of Geometry adds a fun minigame to spellcasters who want to dive into building their spellbooks in an amazing new way. Making an important item like a spellbook, which is often treated as a simple inconvenience, into the focal point of this character is just brilliant. I'm a huge fan of the Spell Web both as a player and a mathematician, and I can't wait to engage my brain and try this out! This is such an incredible idea. Great work!



Rating:
[5 of 5 Stars!]
School of Geometry
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Call to Arms: The Warlord
Publisher: Schwalb Entertainment
by Richard M. [Verified Purchaser]
Date Added: 01/16/2019 14:11:41

HELL YES.

The Warlord was easily my favorite character class in 4E. I loved the ability to be the master of support, giving tactical bonuses and niche effects while also being a potent healer. Sure, I could do some damage on my own, but my main benefit was making everyone else better. This meant that I needed to be hyper focused throughout the combat to make sure each of my bonuses were being used, movements were clear of my triggers, and healing occurred at the proper times. I was a bureaucracy of one. So I completely understood when the Warlord was not among the light-hearted 5E classes. Even so, I mourned my favorite class.

Then Rob Schwalb shows up like he's Santa Claus and I'm on the nice list.

This version of the Warlord is outstanding. It grants positive benefits in both active and passive ways, requiring tactical thinking and play, but without taking too much away from the cleanliness of 5E combat. Issuing Battlefield Commands at the start of combat adds minimal time to a moment when everyone is waiting for the DM to organize combat anyways. The Warlord only gets a few temporary hit points to throw around, which is fine, since healing works so differently in this edition. Attack Command is a fantastic ability, especially with Extra Attacks at higher levels, and high level Warlords overall seem like a ton of fun.

Also, coming right out of the gate with SIX class archetypes is fantastic. These Military Stratagems each give a unique feel to the class, though none of them stray too far from the theme of a tactician. The Daring Gambler has a very strong ability at 3rd level, granting a kind of Reckless Assault to nearby allies. The Golden General has a great ability to inspire troops to fight at their very best. But my favorite might be the Resourceful Leader, who can find success even when things are about to go wrong.

The Warlord is an incredible addition to 5E, allowing you to play like a tactical genius without needing to micro-manage your adventuring party. Go click the button and buy it right now!



Rating:
[5 of 5 Stars!]
Call to Arms: The Warlord
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Shore of Dreams
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/31/2018 16:34:12

Shore of Dreams is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

Right from the start, this is an adventure that hits me on all levels. Rumors of lost treasure, intrigue and ne'er-do-wells, and a town that needs saving by a band of heroes? Sign me up! Shore of Dreams is a grand tale that captures the imagination and grants players of every kind a real opportunity to shine.

The story is both the one thing I want to talk about and the thing I can talk about least. Ruining this adventure with my own impressions would be a complete shame! What I can tell you for sure is that there is truly something here for every type of player. Each of the Three Pillars has its moment in this adventure—lovers of Exploration have their work cut out for them, with plenty of room left for Role-Playing and Combat.

The NPCs written here are well-fleshed out, with goals and flaws that add impact and energy to this adventure. Any DM will have an easy time putting these characters to good use as the adventure unfolds. Authors Florian Emmerich and JVC Parry have built a vibrant story that begins with these rich characters working at the Shore of Dreams tavern.

One part of this book that must be noted is the incredible art. From cover to cover, the artwork adds a beautiful depth to this adventure. Beyond just important NPCs, some of the greatest art adds atmosphere that enhances the game. The best part is that the book comes with all of this artwork available as handouts to show players! The breathtaking maps are fantastic, but sometimes I just want to show players what their dinner looks like.

Overall, Shore of Dreams is an incredible adventure with tons of action for a wide variety of playstyles. While a DM will have some work to do in preparing their game, this promises to make for an exciting and memorable session! I'm very excited to try this one out on at my own table. Highly recommended!

You can hear more of my thoughts about Shore of Dreams on the upcoming Episode 232 of Going Last!



Rating:
[5 of 5 Stars!]
Shore of Dreams
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Izzy's Slightly Used Airships
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/31/2018 15:31:36

Izzy's Slightly Used Airships is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

Sometimes, you open up DMs Guild and you find a product that might as well be shouting your name from the rooftops. "Hello Richard... buy me... I'm all about super rad airships...." I kept reading, but Izzy's Slightly Used Airships easily had me at "Hello."

This book outlines six incredible airships that span the range of imagination. A mighty warship like The Nisos is described in just as much detail as The Thimble, a tenacious tugboat. The Wild Alraed and Zanne's Star feel equipped to soar throughout the Multiverse, even if they are certainly borne from different planes of existence, while Oscar's Folly and the Fuschia Mimsy will provide wild spectacles as they race across the sky.

Each airship comes with a mountain of incredible information, like descriptions, prices, and histories, as well as a list of lovable quirks. These quirks are filled with juicy tidbits, from rat infestations and oddities of construction to new rules on flight and repair. Even after a single page, I feel like dropping any of these airships into a campaign would provide a very specific new storyline that would keep players entertained for sessions to come.

Izzy's Slightly Used Airships is a book of wonder and joy. What immediately springs to mind is my hopes of building a world like Final Fantasy, where a prominent airship can provide a key amount of whimsy and mobility to a wide-ranging campaign. This incredible book comes with my highest recommendations!

You can hear more of my thoughts about Izzy's Slightly Used Airships on Episode 231 of Going Last!



Rating:
[5 of 5 Stars!]
Izzy's Slightly Used Airships
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Creator Reply:
I cannot thank you enough for your stellar review and patronage. I'll make sure you guys get a complementary copy of the next book!
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Monstrous Races
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/31/2018 14:45:38

Monstrous Races is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

This wonderfully detailed tome is clearly the culminating work of a mad scientist—a dreamer, who wants everyone in the world to play campaigns filled with Xorn Druids and Intellect Devourer Bards. Not satisfied with the meager choice of species in the Players' Handbook, author Tyler Kamstra decided to create the options for anyone to play any of the creatures found in the Monsters Manual in this massive product spanning 283 pages of incredible content.

Many of the different monster types feel ripe for conversion to playable chracters. Outsiders and monstrous humanoids like devas and bugbears have great flavor that Kamstra was easily able to mine into PC abilities. The trick to lots of these had to do with balance, and Kamstra also spends plenty of his pages detailing the specific choices he made during his design process. Many of these include tweaks to increase or decrease the power level of some of these monsters.

Of course, the fun part of this book is that so much effort has gone into allowing players the opportunity to mess around with the scary monsters. Creatures like Hydras and Cockatrices are presented in a way that can truly make a player feel unique. Many of these say something like "normally unintelligent, but..." to make it clear that these PCs are awakened and may act in ways completely unlike their rest of their species. Which is great, because the abilities Kamstra has developed are totally awesome. I want to play a Sphinx Cleric of Lore immediately.

This document is too enormous of a task to not have a few errors, but Kamtra's design notes do an incredible job of allowing a player and DM to judge the content for balance and playability. Monstrous Races surely won't be a perfect fit for every campaign, but the incredible craft of this book should absolutely be celebrated. And when a player does need a taste of something a little different, this book is always going to be waiting with 228 options ready to play.

You can hear more of my thoughts about Monstrous Races on Episode 230 of Going Last!



Rating:
[5 of 5 Stars!]
Monstrous Races
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Alchemical Archetypes: Created & Creators
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/27/2018 16:21:44

Alchemical Archetypes; Created & Creators is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

The author of this book, Jeremy Forbing, makes incredible things. His player options are easily some of the best on DMs Guild, which meant that any of his books are an easy pickup for me. Even knowing I was going to immediately buy Alchemical Archetypes, this wonderful book quickly caught my attention for its thematic fixation on the dark realm of Alchemy. Some authors might think "cool, I'll just make an alchemist!" Forbing has taken a much more all-encompassing road on his path to create a definitive guide.

First, two different alchemical races are presented, the half-golem and the warforged. The tortured half-golem, product of an magical experiment, has had some portion of their humanoid body converted into a terrifying construction. The powerful warforged, living constructs built for a mysterious purpose, search for meaning in their own creation. Both are well designed, with abilities that seem truly inspired by their unique status. Plus, each has plenty of sub-races to make sure players have plenty of choices when making their construction!

Of course, it's the class archetypes that I love best from this book. The gruesome Barbarian Juggernaut takes on a twisted form as it enters a transforming rage. The Druids of the Solstice meld alchemy with their natural Wild Shaping ability to change parts of their bodies for any potential situation. Sorcerers gain two new origins, either by being infused with an Alchemical birth, or by being reborn in a Reanimated form. Warlocks gain a connection to The Eternal Engine of Modronic fame, and Wizards find new ways to tap into their own Vitalistic lifeforce. Each of these are great thematic options that add hints of the macabre arcane to any campaign! Finally, new spells and monsters make sure that alchemy won't only be limited to the heroes of any game.

Alchemical Archetypes is an excellent foundation for anyone who wants to bring a darker style of play into their D&D campaign. The archetypes themselves are fascinating, but so are the great racial and magical options that Forbing has brought to life! (Yes, that was a Frankenstein reference.)

You can hear more of my thoughts about Alchemical Archetypes on Episode 195 of Going Last!



Rating:
[5 of 5 Stars!]
Alchemical Archetypes: Created & Creators
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(Not So) Legendary Actions
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/22/2018 14:54:13

(Not So) Legendary Actions is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

This is an incredible and absolutely necessary ruleset that has been posted by author Igor Moreno for free, and... are you still reading this? Go get this NOW.

We all want solo enemies to hold a threat over an entire party. It's a common enough media trope that we of course want to see that villanous last stand that causes the heroes to strive to the heroic maximum to succeed. Unfortunately, D&D isn't balanced with that specific moment in mind. A single enemy is either completely overwhelming with spells that the players can't handle or a complete pushover once they tear through its hit points.

Moreno took a cue from the Monster Manual's lich, which has Legendary Actions. These allow an enemy to act outside of their own turn, with limits on what they can do and how often then can do it. That turns a solo enemy into a reasonable fight! By scaling these ideas down, Moreno has created a means for even the weakest solo creature to become a meaningful threat.

You need this. This ruleset is smart and simple and every DM should use these to make their villains more of a threat during combat. And it's free? Free. If you haven't picked it up by now, I really don't know what else to say. It's that good.

You can hear more of my thoughts about (Not So) Legendary Actions on Episode 228 of Going Last!



Rating:
[5 of 5 Stars!]
(Not So) Legendary Actions
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Creator Reply:
I am absolutely thrilled by this review, and surprised it took me a long time to notice it, haha!
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The Amulet of Shavaka
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/22/2018 11:21:18

The Amulet of Shavaka is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

Author Phil Beckwith has created an incredible adventure, designed to take 2nd level adventurers deep into the darkness in the Tomb of Shavaka to find a mysterious Amulet. This adventure is bold and gets low-level characters immediately drawn into the action as they race deeper and deeper into the ancient tunnels. Horrifying undead action awaits!

Without giving away the plot here, this book is filled with great thematic elements. At every moment, players feel the weight of a tomb filled with traps and terrors. Plus, the adventure begins with one of my favorite notes in the whole book: terrifying poison gas hallucinations! These are ideal for getting your players into the spirit of the game. Make sure someone fails this save, as they give this expedition some major heft!

I wish that a little more had been made out of the expedition itself, as well as the leader Elel. This is such a great journey, and I'd want to change that character to add more potential shiftiness and set my players to worry about what waits when they emerge. Then again, this adventure has been written in a very narrow scope to allow DMs that kind of freedom themselves. This is a great quest to slot into the beginning of your campaign!

I am a huge fan of a well written, low-level dungeon delve, and Beckwith has checked all the boxes with the Amulet of Shavaka. I can't wait to take this for a spin with a new set of players! (But seriously, Elel is 100% going to betray everyone.)

You can hear more of my thoughts about The Amulet of Shavaka on Episode 220 of Going Last!



Rating:
[5 of 5 Stars!]
The Amulet of Shavaka
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Creator Reply:
Thanks Richard! An absolute honor. I am a big fan of the podcast and happy that you enjoyed the adventure. Would love to see how the Elel betrayal goes down, because that plot hook is deviously brilliant! All the best PB
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Bear PC Sourcebook
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/21/2018 11:52:34

Bear PC Sourcebook is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

I didn't know I needed this book. I'd been scanning through the list of new releases when this one hit me on a double-take. "Wait, that didn't say Bear NPC... what in the..." And I was hooked! What author Matthew Gravelyn has created is an incredible guide to playing an actual bear as your PC in any campaign. Not some kind of bearfolk race. Not an elf with a werebear personality. An actual 100% bear. Until I read this guide, I didn't know that's what I wanted! I also didn't know how complex that goal might be.

Gravelyn begins by outlining four different species of bears, both small and large, and giving them abilities that are varied enough that it doesn't just seem like some bears are just taller than others. Strangely, each type of bear gains hit points from their species, though this change helps differentiate them quite a bit. From the nocturnal Kodiak to the majestic Winter Bear, these bring every kind of bear to life.

When it comes to classes, Bear PCs need to pick one of the two presented in this book. Which makes perfect sense, as your Bear Warlock would be a strange choice. The Feral represents a dangerous, destructive bear that always remembers the ancient fury of its species. On the other hand, the Hunter allows players to create a bear focused on the wilderness, but a little more at ease with humanoids.

With a pile of perfectly thematic backgrounds, including Captured Performer and Local Legend, Gravelyn wraps up a guide that truly allows a player to embrace the great challenge of playing a bear in a campaign. This guide does such an amazing job at giving a player a completely organic experience, that I almost forget that I might need the magical background archetypes that are included on the final pages! Things like being cursed or polymorphed into a bear and having to live and learn in this new form. This guide is so immersive that I kind of forgot that those options might be needed!

This book is such a cool and intriguing guide to something I didn't know I needed: playing a true hero among bearkind. If that sounds like it might be your jam, check this out!

You can hear more of my thoughts about Bear PC Sourcebook on Episode 224 of Going Last!



Rating:
[5 of 5 Stars!]
Bear PC Sourcebook
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Elminster's Guide to Magic
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/20/2018 15:55:40

Elminster's Guide to Magic is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

When I think about wizardry, I always think about great libraries filled with the lore of the ancient mages who came before. Dusty tomes that link a low level wizard to powerful names like Tenser and Melf and Mordenkainen, not simply because of the spells, but because of the knowledge and advice and guidance these sages could provide. So what did this incredible list of authors create? Exactly what I've always been looking for.

Elminster's Guide starts out strong, devoting the first ten pages to the wizardly banter and lore I'd always wanted. This essay by the elder Ashemmon Blackstaff gives advice to new wizards, from their choice of specialization, to top spells at every level, to the kinds of spells a wizard might choose to study. Of course, such knowledge can't simply come from a single source, so Elminster's asides help fill the pages, giving his own opinion and pointing out poor Ashemmon's fallibility. The whole thing is tons of fun to read, and most importantly, filled with useful tidbits for any new wizard!

Then we hit the meat of the book, over a hundred pages detailing more than 350 incredible new spells for every spellcasting class. While a few have been pulled from other sources and updated for 5th Ed, many of these seem brand new to me. And, as I'd hoped, Elminster's quips and asides continue throughout!

The Great Artifact is the name given to the Rod of Seven Parts, used here as a lead-in to a ton of new and wonderful magic items. The Rod of Seven Parts has never been my favorite basis for an adventure, but so many of the other Rings and Rods presented that have been around since 1st and 2nd ed are certainly worth delving into a dungeon to incorporate into a campaign. With a another pair of pages on Strange Elixirs and a new set of Trinkets, this is a great addition to any DMs bag of rewards.

With all of that done, a lesser set of authors might stop there. New items, new spells, the addition of magical wonder and delight for any player or DM... it could be enough. But that's when this Guide takes another dive back into world-building. A long list of famous spellbooks, names for wizard towers, a table of sample verbal spell components, and then a deep dive into the magical factions of Faerûn which adds new archetypes and ideas for any player? Seriously, this book never stops being incredible.

Whether you're a fan of wizards, or new spells, powerful magic items, or just a bunch of wonderful writers at the top of their game, Elminster's Guide to Magic is absolutely the book for you. With 178 pages of amazing ideas brought to life, this book is absolutely worth the price tag. In fact, it's exactly the kind of book that should be pushing DMs Guild price tags up to where they should be! This is an incredible effort that should be financially rewarded! Highly, highly recommended.

You can hear more of my thoughts about Elminster's Guide to Magic on Episode 219 of Going Last!



Rating:
[5 of 5 Stars!]
Elminster's Guide to Magic
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Adamantine Chef: Supreme Challenge
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/18/2018 23:18:18

Adamantine Chef is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

Full disclosure: I'm a friend of author Teos Abadia. I'm not saying that to discount my review. Oh no, I'm saying it to BRAG. Teos is a creative D&D genius, and I was fortunate enough to sit down and have him run this adventure for me and some friends. I have since waited almost two years to review this adventure and, dagnabbit, I'm gonna review it now!

Buy. This. Adventure. I promise that you've never played anything quite like it.

To begin, players run into the unlucky Chef Mu Pan, who is making his way to compete in the Supreme Challenge to become the new Adamantine Chef. Unfortunately, Mu Pan's opponent has no shortage of cunning and wishes to win the battle before the competition begins! The party must protect Mu Pan, allow him to compete, and spend a surprising amount of time dealing with Mu Pan's family problems! Meanwhile, with plenty of martial arts, haiku competitions and animal hunts, and a major food fight, every player is going to find something fun in this adventure.

Abadia's adventure allows a DM to bring far Kara-Tur into any campaign with this one-shot adventure. What makes it really special is the strangeness and wonder of bringing this cooking competition to life! As the adventure continues, players really start to find themselves fighting for Chef Mu Pan. It's very rare to have not only a clear villain in a story, but a mountain of NPCs that the players are meant to assist and save from constant doom. That it's done in in such a fun and, dare I say, flavorful way is absolutely remarkable.

Adamantine Chef is a delightful adventure that continually surprises players. I absolutely loved it and I found myself laughing constantly during the game as I heard a new play on either Iron Chef or the names Chinese-American dishes. Like Sage Tso, the retired General? Come on. How perfect is that?

If you haven't played it yet, then this is the best adventure you've never played. Get on it!

You can hear more of my thoughts about Adamantine Chef on Episode 175 of Going Last!



Rating:
[5 of 5 Stars!]
Adamantine Chef: Supreme Challenge
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Encounters in Port Nyanzaru
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/18/2018 22:43:14

Encounters in Port Nyanzaru is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

As the incredible cornerstone of the DMs Guild Adepts program, I approached this book with very high expectations. This was going to be my opportunity to see every single Adapt in one neat little package and I really wanted it to shine.

Which it did. Like, of course it did. Did you see that list of authors?

What follows is the wonderful product of a group of talented writers, each knowing the high level of creativity present in all their fellows, melded with incredible editing, art, and design by James Introcaso and Rich Lescoufair. And from start to finish, the book impresses. Most of the included encounters only take a single page to describe, with the intent that most will be a small part of a much larger adventure. At the same time, each entirely fits within the realm of any Tomb of Annihilation campaign.

A few of the encounters are more like guidelines to add a specific experience to an adventure, whether that's an urban chase or a pit fighting extravaganza. Others open up wider experiences in taverns, spas, or warehouses within Port Nyanzaru. Investigations can lead to rescues in lighthouses or dinosaur pens, or even add suspicion to the unwitting party. Honestly, to talk more about these short events is to give away the punchlines, so I'll have to leave you in suspense!

Each encounter comes with convenient hooks to get your players ready for the scene, and the appendix in the back comes complete with every creature anyone will need to run your game. But, most importantly, each of them will lead to plenty of fun at the gaming table. This simple but outstanding book will add plenty of flavor to fill in any of the gaps in a Tomb of Annihilation game! Wizards of the Coast made these folks DMs Guild Adepts for a reason!

You can hear more of my thoughts about Encounters at Port Nyanzaru on Episode 217 of Going Last!



Rating:
[5 of 5 Stars!]
Encounters in Port Nyanzaru
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Solve et Coagula: A Practical Guide to Alchemy
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/17/2018 12:31:29

Solve et Coagula is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

Alchemy has always held a troubling position within D&D as intrigued players suddenly start searching for reagents in the world, while underprepared DMs start to panic. Or was that just me? It might have just been me. I mean, how was I to know which kind of insects should give out the really good poisons? Was this the blue beetle with green wings or the green beetle with blue wings? These are the questions that matter, right?

Turns out, author Joseph Carriker has created a guide expertly designed to allow anyone to play an alchemist with little to no fuss at all.

To begin, Carriker introduces the tools and processes of an alchemist, developing them in a way that has heft and consequences, but don't take an absurd amount of time or rigour to complete. Given any recently deceased monster type, an alchemist rolls a single d20 on the Harvesting Table to to determine if they can find any worthwhile reagents. If the roll is successful, the alchemist takes the base GP value of the creature type and multiplies it by the CR of the creature. The end.

  • "I rolled a 16 on my Harvesting check."
  • "Great, it's a CR 6 Monstrosity."
  • "10gp times CR 6 is 60 GP of alchemical ingredients. Moving on!"

Once an alchemist has their generic "alchemical ingredients" and a bit of spare time, they can start making alchemical recipes. And here is where this book truly shines. Carriker has SEVENTEEN pages of recipes, ranging from inks and household goods, to drugs and elixirs, to those legendary recipes that can only be created by the greatest alchemists. This list includes many things from the PHB, but also has many new ideas that show a wide range of usefulness and creativity.

Finally, the Guide ends with three archetypes of the alchemical persuasion. The College of the Great Work allows a bard to search for Truth while throwing fireballs and using their songs to enhance their potions. Those shifty Montebank rogues gain the ability to deal sneak attack damage with alchemical items, as well as run cons using potions! Adding a twist to Guide, the Azoth-Infused sorcerers gain a Homunculus familiar as they become part of the alchemy swirling within their very hearts.

Solve et Coagula is an incredible guide to the ideas of alchemy. From start to finish, there are tons of ideas here for anyone interested in adding alchemy to their character, or in my case, my own campaign. I can't recommend it enough!

You can hear more of my thoughts about Solve et Coagula on Episode 184 of Going Last!



Rating:
[5 of 5 Stars!]
Solve et Coagula: A Practical Guide to Alchemy
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Tome of Adventures
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/16/2018 13:50:07

Tome of Adventures is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

How do you even begin to review such an incredible product? This collection of twelve adventures is such an outstanding addition to any DMs arsenal that I find myself just wanting to look any potential customer in the eye and quietly saying "Get this now."

In these twelve adventures, authors M.T. Black, Tony Petrecca, Patrick E. Pullen, and Jeff C. Stevens put on an incredible show. Travelling through crypts, through the Underdark, even through the mists of Ravenloft, these modules provide solid, standalone tales to add to your campaign. Even if pre-written modules aren't your thing, there are plenty of wonderful ideas here to discover and adapt for your own game.

Of particular interest to me is M.T. Black's Giantslayer, a quest to save a town of Frickley from an oncoming giant. While I love a good dungeon as much as anyone, Black has developed a town filled with NPCs, including Ideals, Bonds, and Flaws, each of whom has a different idea about how to save the town. In the end, the 1st level PCs need to go persuade a retired hero to join in the town's defense. I love how this adventure turns the idea of a dungeon on its head, providing a quest driven by need to save a very vivid group of townspeople.

For many customers, this may be one of the highest-priced products they've seen on DMs Guild, which might give them some pause. Well, stop that. Twelve adventures for $15 is an absolute steal at any level. On top of the great writing, these modules are filled with solid editing, art, and design, and everyone involved in these products deserves this price point and more!

With modules spread across a wide range of levels, there is something to uncover here for every campaign. The writing and editing are fantastic and, in many ways, show exactly what DMs Guild has to offer. Get it now!

You can hear more of my thoughts about Tome of Adventures on Episode 215 of Going Last!



Rating:
[5 of 5 Stars!]
Tome of Adventures
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Xanathar's Guide to Orders and Organizations
Publisher: Dungeon Masters Guild
by Richard M. [Verified Purchaser]
Date Added: 01/15/2018 13:28:35

Xanathar's Guide to Orders and Organizations is a certified DM's Guild Masterpiece by the Going Last Tabletop Gaming Podcast!

In his latest book, author Richie Root has created an incredible stockpile of organizations that can be thrown into any campaign, giving narrative options for any player using one of the new subclasses to be found in Xanathar's Guide to Everything. These groups run the emotional gamut from dark and depressing, to noble and charitable, to downright ridiculous, and it's clear that Root had a lot of fun writing this book.

Each of the 31 organizations is described in a similar way. First is an initial introduction, often featuring the leaders of the group and a bit of historical background. Next, is a section on the beliefs of the organization, which spring from the subclasses they model. After that is a writeup on the organization headquarters or the way members interact with the group. Next is how to join the organization, as some are secretive or elite. Finally, every organization has a writeup on the kinds of quests they might give out to a willing adventurer.

Not every organization is a perfect fit for my campaign sensibilities, but I love the Architects of the Living City, which are based on the Cleric's Forge Domain. This attempt to plan and build the perfect city is a great place for gnome tinkerers and idealist crafters alike. The Cavalier Fighter organization, the Chaperones of the Dark, ride ankhegs as they escort travellers through the Underdark. Draconis Mortem provides a meaningful purpose to those Conquest Paladins that might otherwise be tough to fit into a heroic campaign. And the backstory behind the Hexblade Warlock's Spears of the Bloodthorn is dark and incredible, potentially providing a campaign all in itself.

Some of the organizations are a little more strange. The Independent Nation of Derek (who will now always be Jason Mantzoukas from The Good Place) is about a charismatic leader who magically gets everything he wants, and The Monsters of Roc are the greatest band of bards you will ever see travelling on the back of a roc. I'm a big fan of these humorous groups, but they may not find an ideal place in a gritty, warlike campaign.

I love this book. You won't find a hair of crunch in the entire Guide. But no matter what kind of DM you are or what kind of campaign you want to run, you can easily find one of these Organizations that perfectly fits your style.

You can hear more of my thoughts about Xanathar's Guide to Orders and Organizations on Episode 227 of Going Last!



Rating:
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Xanathar's Guide to Orders and Organizations
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