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This is a hilarious little subclass right here - and my deepest apologies to Marco for having taken so long to review it. School of Wand Mastery is both comedic and serious, making your bookish wizard into a "wandslinging" badass who has all the wand tricks in the academy to show off. It is one part Harry Potter, one part Fairy Tail, and all D&D. For $1.95 you get an easy-to-read, well laid out, and wonderful little subclass to add that extra arcane spice to your corner-dwelling squishy zappy boi.
Comics, Clerics, & Controllers d20 Roll: Nat 20
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Creator Reply: |
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This little beauty is cute, simple, and for any music lovers. Oz did a great job in making an instrument based encounter with tons of little bonus bardic tools of melody and harmony in the back, all packed into seven pages. It is crisp and clear to follow, making it something any intro DM should pick up to run for their players if they need a little something. My main concern is that it needs more color and action and excitement - I want art and layout and sketches or something to break up the cream-and-tan color pallete and make it POP. I think once that is added, it will be worth the $2.00. Otherwise, give this tiny trumpet a toot!
Comics, Clerics, & Controllers d20 Roll: 15
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When Kim got a hold of me to give this big ol rhino a review, I got very excited, because I LOVE RHINOS! And if you don't love rhinos then...well...whatever. This new race, the good horn boi Gendarak, are absolutely fantastic. They big, they tough, they rough, they all rhino. I especially love the fact that while they are massive and terrifying, Kim writes in how they have remained hidden from history, and pulls from African savannah and Mongolian steppe cultures to truly make the gendarak unique but also alien at the same time. Overall, its simple layout and compact size makes it an excellent addition to any player's or DM's race roster. Also, I demand more gendarak art.
Comics, Clerics, & Controllers d20 Roll: Nat 20
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Kai reached out to me to review this little gobber, and I must say it was a hell of a lot of fun. It is cookey, unique, and super kid friendly - this is a fantastic title to introduce your kids to especially. And - it is a wonderful little holiday themed adventure that can bring some joy into any home or game. What Kai demonstrates in Goblin Heist is the true energy and joy of a new author on the Guild brimming and glowing - and having been there in October - it is so nice to see new energy here in the archives of fan content. So, if you are looking for a quick little one shot to play for Christmas or New Years, this is one you should snag.
Comics, Clerics, & Controllers d20 Roll: Nat 20
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When Tim was looking for reviewers over on the ol Twitter, Sebs actually connected us and when he described The Darkness Beneath Dalentown I got very excited. I'm usually not big into dungeon crawls, but this had such an OSR vibe to it that I really dove in and loved the feel of the encounters and narrative. I thought the pacing was good and the mini-bestiary at the back on oozes and jellies and slimes was fantastic.
However, I do think there are some things holding this adventure back from its full potential, and they are mostly design choices. I really think that it was benefiting from its OSR feel early in the book, but the addition of color maps and art threw it for a loop and completely ruined that feel for me. The font choice also feels very clinical and off-putting, not really honing in on that grungy fantasy feel. And I really would stress some sort of background - whether it be a color or the traditional parchment feel - to make this book complete.
Overall, The Darkness Beneath Dalentown is an adventure designed for OSR lovers and first-time players, but once you open the pages it falls short. Sure, the adventure itself is a really great pulpy dungeon-crawl with suspense, intrigue, and drama - but the lack of visual and design cohesion really stopped it in its tracks for me. I think with some hefty design updates, this will turn into an overall fantastic piece.
Comics, Clerics, & Controllers d20 Roll: 10
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Creator Reply: |
Thanks for the review, Cameron! I appreciate the feedback on the layout; that's an area I'm constantly trying to improve, so your comments are incredibly valuable. |
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This adventure radiates pulp adventure horror so much you could almost whip it. Zeke told me a little about this adventure before he sent it to me to review, but I had no idea I would be diving into the literal morass and swamp that makes up Greenhouse of Nightmares. With a title to make a 1970s/80s sci-fi B-movie cringe, this adventure is absolutely fantastic and shlocky: from the medusa-lich boss, the three-stage boss fight mechanics that feel pulled from any old Super Nintendo game, and the Adventure! font all wraps it up in one beautiful package. The actual adventure itself is high risk, high reward, and all behind a sepia filter.
My only major critique would be that I think the pictures in a couple spots are really pixelly, but also I feel like it could use some more original art to really make it pop and have that B-movie flair. Otherwise, a really awesome adventure that is perfect for any group looking for a ridiculously fun time.
Comics, Clerics, & Controllers d20 Roll: 16
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This book - with the powerhouse team of Arman, Gregersen, Joyce, and McAlpin at the helm - immediatly opens with Justice's Houston encounter that sets the tone of Baldur's Gate: City Encounters: This. Is. Real. I hate cities - always have and always will - and in recently running Descent into Avernus, I have come to haaaate Baldur's Gate. If I was born there, I would emigrate as soon as financially possible. This supplement adds a lot of material in just 27 pages, but I think my favorite thing about this book is the Tension Meter (which I am 100% swapping for future city encounters).
The meter has five points, with Pandemonioum on the far left, Status Quo in the middle, and Martial Law on the far right. Between Pandemonium and Status Quo is Unstable, while between Status Quo and Martial Law is Order. This is immensely clever and is really my favorite feature that is in this piece, as it is universally applicable. Otherwise, the twenty neighborhood encounters are well managed and well laid out, and the book's simple formatting makes it easy to follow and use. Overall, a great piece that I am glad I got a chance to review.
Comics, Clerics, & Controllers d20 Roll: Nat 20
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When Sven reached out to me to do a review of Cirria's Gambit, I was pumped, since I have reviewed a lot of Sven's other work and it is all stellar. What Sven has done is present a fantastic adventure with female leads that are not: A) swooning femme fatales, B) buxom chain-mail bikini-wearing Red Sonja types, or C) enter plot-piece female. Cirria and our banshee antagonist are both well developed, well written, and feel real. The adventure is one part sandbox soap opera, one part open world adventure game (feels like some of the CD ROM games I used to play as a kid) and one part role reversal as we see traditional fantasy tropes fall away from Cirria and Lady Kaera. The adventure is fantasticly laid out, with plenty of opportunities for improvisation and diverse encounters. In 66 pages, you get so many goodies it is hard to resist. Overall, Sven and his team did a great job casting new and refreshing light on succubi and banshees and female leads in general.
Comics, Clerics, & Controllers d20 Roll: Nat 20
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This review begins with a story - the scene opens with a young 13 year old who had just spent the whole day at school being bullied ruthlessly for his weight and his hobbies, how he looked, and how vocal he was about what he thought. He had finally gotten home and finished his chores, and was sitting in his room crying. But then, he remembered something - he had gotten a new D&D book on interlibrary loan that weekend and hadn't dived into it yet. So he walked over to his desk and picked it up - a beautiful but scrappy looking woman with blonde hair and goggles on her head standing in front of a titantic sword wielding robot dressed in armor looking up at him from the cover. He opened it, and never looked back.
Eberron is what kept me sane through middle and high school. Eberron was the world I could go to whenever I was feeling suicidal, depressed, isolated, or alone. Eberron was mine, and no one could take that from me, not even my bullies. Eberron was my home, and the reason that D&D became such a core part of my life. It kept me alive, literally and figuratively. What the Across Eberron team has done in this book is transport me back to those days as a sullen and abused teen when I could have some moment of light in my life: from reading of the Last War, to the Mourning, to the wonders of Sharn, and the majesty of the warforged.
This book brings me back to my fever-dream pace to try and find all the Eberron books I could so I could read them and absorb them and learn more about the world I love so much. This book deserves a hardcover, and I would more than gladly set it right next to all of my 3.5 Eberron hardcovers I have begun to collect. It is made with a care to detail, a passion for the writing, and a steady layout that makes it more professional than 90% of what Wizards pumps out each year. And it is because of all that that it earns the Comics, Clerics, & Controllers Golden d20 Badge.
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Three weeks ago, there was a call put out for reviewers to take a look at Eat the Rich | Volume 1 and I hopped into the fray - so then a week and a half ago when I got it and dived into the book itself, I absolutely fell in love. Right off the bat this book is one part comedy and one part serious social commentary - with Cat's and Alicia's introductions really hitting home about the intense irony surrounding an anticapitalist quest book on an immensely capitalist site. But to the core - you have an amazing amount of talent in this book, with a huge team of writers and authors working their tails off to give you 17 anticapitalist adventures for Tiers 1 through 4. But what truly stands out to me is the message of this questbook, as well as the unique visuals and layout that makes this feel like a propoganda leaflet someone threw together in their basement, or a referendum brochure someone printed in secret from their office on excess paper stock. At the end of the day, this book stands out the most to me for the commentary, and it truly sticks it to what is wrong with the global economic system. So for that, I am pleased to award Eat the Rich | Volume 1 the Comics, Clerics, & Controllers Golden d20 Badge.
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This supplement answers a lot of those "What If?" questions that could happen if your players do an oopsy and kill an important NPC. More particularly attuned to Waterdeep: Dragon Heist, this little book can also be a model for DMs who run into that all-too-familiar scenario of their players going full muder hobo. It has a very OSR feel, with the layout and art, and honeslty reminded me of the old Choose Your Own Adventure books my dad used to have as a kid - which I know is like analog D&D but you get my point. Anywhose, a really great little piece to couple with any DM ready to run Waterdeep. My only complaints would be that I might perhaps consider a visual revamp as far as the cover image and also think about switching the interior font choice - just is a little jarring on the eyes. Otherwise, a great project.
Comics, Clerics, & Controllers d20 Roll: 16
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Creator Reply: |
Thanks for your review! I'm sorry that you didn't like the cover and the font choice was jarring. I'll keep your feedback in mind for future products, to make it more visually distinct. |
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This book - breath, breath, it'll be okay - fuck it, THIS BOOK IS FRAKKING AMAZING! For most people that know me, they know that I love anything that has to do with woodlands, forests, and exploring the wilderness - and Amarune's Almanac: Forest of the Realms hits home in the heart. My grandfather is a lumberjack and had his own sawmill for 30 years and my dad is a forester: both have taught me to love, respect, and honor the woods - to treat it as its own being. This is another allstar project with Steve at the head of this massive timber trireme tour-de-forest, and it is absolutely stunning. It feels alive and breaths with so much gusto and life, and you can feel Amarune's heart and soul in this as she writes to you from within the High Forest, the Lurkwood, or the Jungles of Chult. While this book offers so much mechanically, it made me feel like a little kid out in the woods walking around with my Spiderwick Chronicles sprite guidebook trying to find all the sprites and properly identify them. It brought me back to a simpler time in my life, and for that, I am immensely thankful. And it is also why I am pleased to give Amarune's Almanac: Forests of the Realms the Comics, Clerics, & Controllers Golden d20 Badge. Thank you, Steve and company, for taking me back in time.
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When Alan was looking for reviewers for Wisdom and Warning: The Demon Wastes I dove on that chance like a halfling pterodactyl rider on a lightning rail full of Cannith gold. This book is stunning, both visually and with the sheer amount of content Alan and his team were able to slam into 119 pages, which doesn't seem like that much. With new monsters, some little encounters, and a ton of new lore that really delves into probably one of the most interesting zones in Eberron, WaW is a perfect addition to anyone's collection if they are looking to pick up Rising from the Last War and drop in hot to the Dragon Between. But overall, these is a crispness and coherence to this book - which has a titanic allstar writing and art and design crew - that makes it stand out as being as professional as the big-budget hardcovers. So, go and get yourself a copy.
Comics, Clerics, & Controllers d20 Roll: Nat 20
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Funny story about this product - so earlier in the day before it launched, I had been pondering how to involve a wizard school in an upcoming campaign I am going to be running, and I could not for the life of me imagine how to build it - I was completely stumped. But then I got an alert that Jason was looking for reviewers, and I immediatly jumped on the chance to look at The Academy: The Wizard Class Hall. Not only is this well laid out and well organized, but it offers you all the tools to make a Hogwarts or Camp Halfblood-esque game come alive at your table. The Academy itself has that beautiful balance of just enough lore and not too much, with all of the different towers and sections being wonderful little hotspots for roleplay potential. My only main complaint is that I think this could really benefit from some higher quality art just to get the feel across, maybe an old tome motif, but otherwise I think the team on this did a fantastic job, and I will definitely be visiting the Academy in the future.
Comics, Clerics, & Controllers d20 Roll: 18
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When Steve first reached out to me to do a review for PPPII, I got super interested cause I will admit I didn't know there was a first one - which now I need to invest in. So, what Puzzles, Predicaments, and Perplexities II offers - that all DMs should grab - is a bunch of new...well...puzzles, predicaments, and perplexities. I will admit, I stink at coming up with good puzzles for my D&D games, I have never been good at it and a lot of the time they really crash and burn. However, with this handy dandy book, I now have all the tools to truly stump my players and leave them confused for hours, and not just have them stream roll through my encounters. I think my favorite scenario from the book is Ride the Lightning - without going into too much detail, it is quite a shocking experience and is both comical and extremely deadly. Overall, this is a wonderful book with great layout and design, and for any DMs who enjoy taking their games to the next level, you should get a copy.
Comics, Clerics, & Controlllers d20 Roll: Nat 20
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