DMs Guild Review – Construct Compendium

New races, spells, feats, class archetypes, and monsters, all with a clockwork theme.

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A review copy of “Construct Compendium” was provided for the purposes of this review.

Designed by: Brandon Norris, Richie Root

dms guild reviewWhile Dungeons & Dragons has always been firmly rooted in a fantasy setting, even the lowest of magic settings often include golems and rudimentary mechanical devices, like crossbows and spike traps.

The “Construct Compendium” provides a large amount of mechanical-related content. Over 70 pages provide new races, class archetypes, feats, spells, monsters, and a few magic items, all tied together with the theme of constructs. Continue reading “DMs Guild Review – Construct Compendium”

D&D 5E “Storm King’s Thunder” Session 59 Recap

We gain entrance to the Sculptor’s Tower, the birthplace of TIM and the Warforged army.

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Previously on “Storm King’s Thunder”

The inside of the tower was eerily quiet. Faces of anguish on frozen statues greeted us as we walked inside.

Beyond them, a pair of creatures turned toward us. They looked like someone had forcibly melded a dragonborn and a crossbow. Their gaping maws held giant crossbow bolts, and they kept them pointed at us while we step inside.

A pair of braziers suddenly alighted on either side, and a circle inscribed on the floor of a podium at the end of the hallway glowed green. In a puff of smoke a satyr appeared. 

“Is the master expecting you?” it asked.

“Who are you?” T.I.M. asked.

“I am Innslow, farrier of the master of this tower. Whom may I say is calling?”

T.I.M. and I glanced at each other, both of us blurting out different, random answers. The satyr paused curiously, the disappeared back into the circle.

Moments later, it returned. “The master has need of you,” it nodded to T.I.M., “but not at this moment.” The little goat-man suddenly looked around and addressed the whole room. “Gentleman these guests will be staying awhile until the master can decide what to do with them. Please make them comfortable.”

We heard a few metallic creaks and whispering groans as the statues around us lurched to life, the nearest one bashing me across the head as I narrowly avoided its grasp. Half a dozen statues lumbered toward us as the bolters began to fire.
Continue reading “D&D 5E “Storm King’s Thunder” Session 59 Recap”

D&D 5E “Storm King’s Thunder” Session 58 Recap

The Hunt for Hekaton begins as we follow-up with clues pointing to The K Society, and return to The Grand Dame.

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Previously on “Storm King’s Thunder”

The Grand Dame looked exactly as we remembered, complete with surly captain outside demanding we turn over our weapons. We were in no mood for subtlety this time around.

I reached out with my mind, attempting to convince him that we were on official business, and needed to be escorted immediately to the captain’s quarters.

Whether through exhaustion at being teleported hundreds of miles in a matter of minutes or through sheer overconfidence, the man sneered at me in response. “You ain’t on no business.” He drew his weapon and the guard next to him did the same.

I switched tactics, spreading out my arms as a sign of complacency. “Hey friend, have you heard of the Graham Cracker Crew?” 

The man sneered even further, the corners of his mouth threatening to leap off in opposite directions. “I heard of the Graham Cracker Crew. I don’t give two shits if that’s who you are. No weapons on this ship.”

I stumbled my way through a bullshit response, as Halfred crept up next to him. The Captain took a single step forward and Halfred launched himself, planting his head directly in the man’s gut. His eyes bulged, knees buckled, and his whole form seemed to fold in on itself as he teetered for a moment, then toppled over into the water below.

He cried out a yelp as he fell, and the other guard screamed and drew his weapon. We were getting in there, one way or another.

I originally named last week’s session “Into the Maelstrom p1,” but I cannot in good conscience name this week’s session part 2. Thanks to our dumb luck we skipped through the huge Storm Giant dungeon and were able to secure a private audience with their leader, Reagent Serissa, without so much as bumping into any other giants, and from there have already received our next quest – to find King Hekaton and restore the Ordning. Continue reading “D&D 5E “Storm King’s Thunder” Session 58 Recap”

D&D 5E “Storm King’s Thunder” Session 57 Recap

We teleport inside the Storm Giant lair known as the Maelstrom, and immediately discover all the shortcuts.

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Previously on “Storm King’s Thunder”

I felt the minutes tick by slowly, furtively glancing toward both the staircase and the pool of water.

Korinn returned first, still invisible. She reported that an entire delegation of Giants sat upstairs in some sort of concert or show, hosted by the Storm Giants. It wasn’t the kind of party we wanted to crash.

While we debated on how to handle it, the pool of water began rippling. A gigantic shark head emerged, crashing into the side, sending a water-logged T.I.M. sailing through the air.

He tucked, rolled, and sprang up on his feet. He immediately began babbling like an excited child as he pulled out magical treasures that he and Bryseis had discovered in their underwater excursion. “We found a whale and I made a seahorse friend! I accidentally killed a shark, then I killed two crabs. And I found some stuff. Oh and there’s a bunch of other entrances to other areas of the dungeon.”

We finally journeyed into the Maelstrom, the primary lair of the Storm Giants, via the teleporting conch shell we had grabbed from the Cloud Giants. Then we did what we always do: split the party and skip through the dungeon. Continue reading “D&D 5E “Storm King’s Thunder” Session 57 Recap”

DMs Guild Review – Magic Potions & Ingredients

A rules supplement for the budding brewer.

A review copy of “Magic Potions & Ingredients” was provided for the purposes of this review.

dms guild reviewDesigned by: RPG Papercrafts

Magic potions are a mainstay of Dungeons & Dragons, yet both the Player’s Handbook and Dungeon Master’s Guide are woefully bereft when it comes to alchemy and brewing.

RPG Papercrafts’ “Magic Potions & Ingredients” supplement fills in that gap nicely, featuring 30 new, detailed, craftable potions and brewing rules to satisfy any alchemist. Continue reading “DMs Guild Review – Magic Potions & Ingredients”

D&D 5E “Storm King’s Thunder” Session 56 Recap

The Weevil puts up one final battle as we move to rescue Bryseis’ mother.

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Previously on “Storm King’s Thunder”

Bryseis hurried upstairs with so much urgency that I half-expected the Weevil to have somehow escaped, despite looking down at his dead body. Then I remembered the banging on the closet door in the middle of the battle and suddenly felt guilty.

We heard some muffled voices, then a pair of tiefling women came downstairs. The other looked only slightly older than Bryseis. The family resemblance was uncanny.

I grinned. “Bryseis, you didn’t tell me you had a sister!”

Bryseis glowered and pointed a finger at my feet. I leapt to the side as a tiny bolt of flame scorched where my foot had been moments before.

The other woman’s eyes sparkled with dangerous amusement. “My name is Leandra. I am Bryseis’ mother, brought here by that dead dwarf over there. Do check his body, I had something special made for Bryseis that he had pocketed.”

She inclined her head slightly to Bryseis, who shifted uncomfortably. “It should help you with your… control issues. Though it looks like you and your friends have been doing just fine.”

With the flawless stealthily infiltration last week, it was just a matter of taking on the Weevil and his final bodyguards, which proved a bit more difficult than we anticipated. Continue reading “D&D 5E “Storm King’s Thunder” Session 56 Recap”

D&D 5E “Storm King’s Thunder” Session 55 Recap

We stealthily infiltrate The Weevil’s urban fortress, aiming to take him out once and for all.

Streamed, recorded and uploaded every week. Subscribe for our weekly adventures. Join us live on Fridays at 7pm Pacific/10pm Eastern!

Previously on “Storm King’s Thunder”

I let my Mask of Many Faces wash over me, transforming me into a haggard, decrepit man. The kind whom people tend to avoid while walking around a city.

I completed the disguise with some quality under-the-breath mutterings as I wandered near The Leaky Barrel Inn, the last known location of The Weevil here in Everlund.

A hired guard kept me from wandering too close down an adjoining alley, but through the window I could spot the sellsword Bryseis had told us about. As the guard escorted me away I reached out with my mind, informing the well-groomed man that there was more coin in it for him if he came outside and had a little chat a few blocks away.

It was risky, but it worked. As I shuffled away I could hear the man give out a loud laugh and open the door, slapping the guard on the back as he stumbled, presumably on the noble quest of booze-hunting.

He followed me around the corner, leaned against the wall, and crossed his arms. I turned, and a smile crept along his face. “Standard rate my friend. You double his cost, I turn on my employer.”

Back in Everlund we had one very important loose thread dangling in front of us: The Weevil. Krowen informed us that, thanks in large part to Bryseis’ clandestine networking, we knew not only that The Weevil was in town, but also that he was staying at a specific abandoned inn in a rough part of town. And this time we weren’t aiming to capture him. Continue reading “D&D 5E “Storm King’s Thunder” Session 55 Recap”