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Our regular group had so much fun with this one-shot on a night when our regular DM couldn't make it for our ongoing campaign. It's rare for an adventure--let alone a one-shot--to include a twist that both feels organic to the story AND actually surprises the players, but this one packed a doozie that made for some challenging puzzle-solving, a race against the clock, and unique opportunities for roleplaying. When we finished playing it, I immediately bought a copy for myself so that I can run it some time as a DM (either as a standalone or inserted as a side-quest into a wider campaign), and having read through it "behind the screen" now, it's even better than I realized as a player! Very well organized and professionally presented. With minimum prep, you can be up and ready to run this one in no time. Highly recommended!
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I love this! So much fun revisiting all these old friends from the 1980s. Particularly enjoyed seeing the new artistic interpretations of these monsters. Plus, it's for charity, which makes it even better. :)
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What an excellent product! With all the many guides and supplements available out there, I'm always astounded when someone manages to come up with something truly original, and Root and Twig is one of the most original I've come across. So many new options for every character class, and all of them deeply linked to the overall "lumberjack" theme in clever and interesting ways that add a breath of fresh air while also being easily integrated into any campaign in the Forgotten Realms, Eberron, Ravnica, or any other official or homebrewed setting. The "Rootborn" also adds an entirely new class that offers even more original and exciting possibilities.
Full disclosure: I'm listed in the credits as a Design Consultant, but that's really just a generous way of saying I was one of their beta readers. I loved the early draft I saw of this, and the final product is even more impressive... particularly with all the original art that has been added. Artist Pat Maxton did a wonderful job interpreting each of the subclasses, and the overall visual design gives this supplement a polished, unified feel. Definitely worth checking this one out!
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Creator Reply: |
Thanks for taking the time to do a review, Chris! Your help was invaluable in shaping what Root & Twig would become. |
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This is a beautifully designed supplement with a nicely developed theme that unifies the various subclasses presented. Each new subclass offers exciting options and roleplay possibilities. I knew nothing about Enochian glyphs before purchasing this supplement, but this section also offers fun and versitile new options in the form of an entirely new magic system to integrate into your game. An abundance of content that makes this well worth the asking price!
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Creator Reply: |
Chris, thank you so much for taking the time to leave a review. We are glad you liked and enjoyed Voice of the Gods, and also happy that we educated you along the way! Let us know how it goes in your games! |
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A great, short, atmospheric campaign with a setting that promises future adventures. Our regular DM had to cancel our weekly game at the last minute, and with only an hour or so of prep time, I was able to step in and DM "Red Jack" with ease; the supplement provided all the backstory and mechanics I needed in an easily accessible format. Players all seemed to enjoy it quite a bit--the puzzle solving, the gothic feel, interacting with Holmes and other denizens of London/Whitechapel (urchins, shopkeepers, the old Spirit Lady, the doctor, etc), and the teasers about the wider menace of the Red Death. Just for fun, I threw in one or two additional encounters (a rot grub swarm in one of the filthier yards, and an abyssal malkin [poison-spewing black cat from Fellozial's Ultimate Guide to Poison]), and we still managed to complete the whole adventure in just under three hours. Highly recommended.
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The Psychopomp an incredibly compelling concept for a new class, and I would stress that it does indeed feel like a decidedly unique new class, fully distinct from existing classes, which is no small feat, as the existing classes pretty much cover all the bases. Interesting lore, a new thematically linked background (exorcist), three fun new spells, a new tool/skill (chandling), and a scythe weapon make this a very comprehensive supplement. For versatility, there are also four subclass options (two in the main guide, two included with the purchase as add-ons), and I like that the subclasses are linked to the type of otherworldly spirit guide you choose, which adds the possibility of roleplaying much like with a warlock patron. Kudos too, for including an NPC stat block representing a typical psychopomp.
The only real criticism I have about the guide is that its English translation is a bit rough (translated from the original Italian), making a lot of the text feel clunky, but this never prevented me from understanding what was intended, and I commend the author for attempting a release in two languages. A table of contents would also have been helpful.
Lastly, I'll also mention that the artwork and layout are excellent, making this supplement well worth the low asking price.
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Hags are among my favorite D&D creatures, and this tome provides so many interesting twists and augmentations for them! The backstories and lore for the named hags are truly compelling and fun. I definitely see myself using this supplement regularly as a DM for adding encounters and side-quests to ongoing campaigns, and it also provides a plethora of plot hooks that could be the jumping off point for entire self-contained adventures. I particularly like the addition of Hearth Hags and Thimble Hags as new hag types, and the Morkothlet is a clever concept that would work as an aberrant pet for any powerful magic-using NPC!
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This is such a fun adventure, beautifully designed, easy to navigate, and worth every penny. I first encountered it as a player and had an absolute blast with it--just the right balance of mystery/puzzle solving, roleplaying, combat, and exploring. More recently, I DM'd it myself for another group of players, and I really appreciated how well formatted and presented all the behind-the-scenes material is. I really can't recommend this enough, both for experienced and for first-time players!
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I went into this slightly skeptical about how it could work, but the supplement seems to have devoured me, absorbed me, and made me its own... This looks like such a fun, highly playable race, with really interesting ties to wider D&D lore. I can't wait to try out one of the options in an upcoming campaign; I'm thinking a Mnemonic Juiblexian who later takes the Haunting Mimicry feat would make for all sorts of fun RPing in a storyline involving infiltration and subterfuge!
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A fun, well thought-out paladin concept that also happens to be for a great cause!
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These worked really well in the new poison guide I just listed at DMs Guild. The various colors were useful for making inset text boxes that would stand out from the general background but still retain that old/aged look. FYI, I was working in Pages on a Mac and encountered no technical issues using these background textures. Recommended.
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This worked perfectly for the new poison guide I just listed at DMs Guild. I liked that there was an option with a line at the bottom and one without the line, which I used to set the title page and ToC apart from the body of the work. FYI, I was working in Pages on a Mac, and I encountered no technical issues with using these backgrounds. Recommended.
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Wow! I was completely blown away by this supplement. It's chock full of customized options (including optional abilities), details, and backstories for nearly 30 specific named warlock patrons of all the existing 5e patron types as well as for two new types: Elementals and Loci. It's all richly written and easy to follow and use.
My only "complaint" was that each patron was so interesting, I had a hard time picking one to try out with a newly rolled warlock character. In the end I went with Izir the Ilithilich, one of the Undying, and it worked perfectly when I playtested it through a campaign; the optional abilities integrated seamlessly with the game, and the patron's cuztomized goals and backstory really helped me flesh out my own character's personality quirks. It also prevented me from merely taking my patron for granted as just some murky concept behind my character; instead, I found myself constantly on my toes to make sure my character was acting in a way that would please my patron and was not doing anything that might incur the patron's wrath (in the form of goads, set forth in the supplement).
Speaking as a DM, this book is also a treasure-trove of adventure hooks that could provide side-quests in an ongoing campaign or even the spark for entire standalone adventures. Whether you're a player or a DM, I really can't recommend this book enough!
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