DMs Guild Review – Mirrors of the Abyss

A high level deathtrap dungeon featuring over 260 pages of detailed information, clever trap designs, and striking artwork.

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A review copy of “Mirrors of the Abyss” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

Support my work via Patreon.

Designed by: Ryan Durney and Christopher Rush

Tier 4 content (levels 16-20) on the DMs Guild isn’t exactly common. High level adventures are exceedingly difficult to balance, and are often the culmination of years-long campaigns rather than a self-contained adventure.

Mirrors of the Abyss” tackles a high level adventure with an excessively detailed deathtrap dungeon in an abyssal domain run by a vulpine demon woman named Eshebala. Think “Tomb of Horrors” but with a lot more personality, a la carte chambered dungeon design, and over 260 pages of detailed information and beautiful original artwork.

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DMs Guild Review – Those Lost in Madness

Four new Far Realm-touched subclasses. Why should Warlocks have all the fun?

A review copy of “Those Lost in Madness” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

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Designed by:  Milosz Gawecki

Thanks to the magic of Public Domain, eldritch horror has become pervasive in fantasy, sci-fi, and supernatural horror, and Dungeons & Dragons is certainly no exception. In 5e it’s mostly regulated to a single subclass of the Warlock, The Great Old One. “Those Lost in Madness” adds four new Far Realm-themed subclasses for Barbarian, Cleric, Druid, and Rogue.

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DMs Guild Review – Advanced Arcana

The 160+page Guidebook adapts creatures, items, spells, and an entirely new mana-based spell system from Magic: The Gathering into D&D.

A review copy of “Advanced Arcana – Alternative Mana-Based Spellcasting System” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

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Designed by:  Ken Carcas, Justyn Johnston, Luke Monroe

I’ve never been a big fan of Dungeon & Dragons’ unintuitive spellcasting system, with leveled spell slots and having to memorize spells. Give me a universal mana system or simple limited number of uses per day or per encounter any day.

Advanced Arcana” attempts to translate the mana system from popular collectible card game Magic: The Gathering. This is particular relevant with the still semi-recent release of the official Wizards of the Coast published supplement, Guildmaster’s Guide to Ravnica, which finally adapted at least some of Magic: the Gathering‘s content into Dungeons & Dragons Fifth Edition.

But there’s still a lot of room for M:TG content, including its actual magic system. Unfortunately Magic‘s system is also a bit of a pain for different reasons, and combining it with D&D results in needlessly fiddly spellcasting that’s already giving me nightmares of some of the worst gameplay aspects of the card game.

Thankfully the new spell system is only a fraction of the content available in this massive 150+ page guide book. With new magic items, creatures, and even adventures, “Advanced Arcana” is practically the Xanathar’s Guide to Everything: Ravnica Edition.

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DMs Guild Review – The Dreaded Tunnels of Ruxabar

Venture through a gauntlet of poison and disease in this underground dungeon crawl for 8th level.

A review copy of “Adventure: The Dreaded Tunnels of Ruxabar” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

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Designed by:  Mistfactor Press

The Dreaded Tunnels of Ruxabar” is a straight-forward dungeon crawl for five players around level eight. It’s a 20-page gauntlet through disease-infested caverns, with several modified monsters, tons of environmental hazards and traps, and a few new treasures. It also includes separate VTT-friendly player maps and tokens.

The adventure is very light on role-playing but I enjoyed the overall layout and interesting challenges within the dungeon.

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DMs Guild Review – Autumn Blues (Shadow Heist 3)

The Waterdeep agents discover a surprise underground dungeon and crime ring during the third heist adventure.

A review copy of “One Shot: Autumn Blues – Waterdeep’s Shadow Heist No. 3” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

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Designed by:  Christian Eichhorn

Autumn Blues” is the third one-shot adventure in Christian Eichhorn’s Waterdeep Shadow Heist trilogy, and like the others it’s designed as a straightforward heist mission from the local thieves guild. Unlike the first two adventures, “Autumn Blues” features a surprise underground dungeon as the PCs get the chance to shake down an entire criminal enterprise.

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DMs Guild Review – The Bone Dancer (Shadow Heist 2)

Steal from a visiting noble who has everything to hide in this one-shot heist set in Waterdeep.

A review copy of “One Shot: The Bone Dancer – Waterdeep’s Shadow Heist No. 2” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

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Designed by:  Christian Eichhorn

Although it sounds like the name of a cheesy porno, “The Bone Dancer,” is the second one-shot adventure in Christian Eichhorn’s Waterdeep Shadow Heist series. The PCs are sent to recover incriminating letters from a traveling nobleman at an inn. The twist is that he’s much more than he seems.

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DMs Guild Review – The Great Wyrm Theft (Shadow Heist 1)

Steal a prize ruby from a Waterdeep noble’s mansion during a lavish dinner party in this one-shot adventure.

A review copy of “One Shot: The Great Wyrm Theft – Waterdeep’s Shadow Heist No. 1” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

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Designed by:  Christian Eichhorn

If you’ve read or watched my review of last year’s Waterdeep: Dragon Heist, you know that one of my complaints was there was no actual bloody heist in the campaign! DMs Guild veteran Christian Eichhorn has designed a series of heists that take place around Waterdeep to help fill this void.

The first in the Waterdeep Shadow Heist series is “The Great Wyrm Theft,” set at a noble’s mansion during a big dinner party. The PCs’ goal is to sneak in, grab a valuable gem and sneak out, before the gem is sold at the end of the evening. It’s a neat setup, though the mansion itself is disappointingly mundane.

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