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Tag: DMs Guild

Review: Dungeon Tales volume 1

I received an exciting email from a gentleman by the name of Travis Legge a few weeks ago. He was collaborating on new project with prodigious DMs Guild publisher M.T. Black called Dungeon Tales, the remit of which is to bring together some of the Guild’s finer, but lesser-known, adventures into one affordable volume. My own Gleaming Cloud Citadel had been selected for inclusion!

Naturally I was delighted. Aside from collecting a few extra coins in royalties, it means my adventure will be seen – and hopefully played – by many more worldwide gamers.

A major side bonus of being involved in the release was I received a complimentary copy of the anthology, ie. eight (not including my own) awesome adventures compiled by some seriously creative fantasy writers.

You can find, and read more about, Dungeon Tales volume 1 on the DMs Guild, but because I wanted to make it easier for people to understand what they’re (potentially) buying I’ve created this handy contents table / menu for you, which displays the adventures in order of levels, and has some handy additional data, like number of expected sessions to play, and individual price and rating. The individual price is worth knowing because, as you’ll see, bought individually the adventures would set you back close to 30 dollars, whereas the anthology is very reasonably priced at $9.95, saving you close to 20 of America’s finest.

>> DUNGEON TALES CONTENTS TABLE <<

Review of Dungeon Tales

Nine stellar 5th edition adventures in one volume

Dungeons Tales Review

Reviewing the anthology in general, I was first of all impressed with the level of presentation, writing and editing of all the adventures. Of course with different authors using different formatting programmes, layout techniques and artists, there is no overarching consistency to the anthology, but all of the volumes within model themselves on official Dungeons & Dragons products and offer a professional front. If you’ve had mixed experiences buying from the Guilds and you’re worried that you’re buying into some slip-shod two-bit products, I can assure you you’re not! One or two are actually better presented than the average WoTC product in terms of attractiveness and ease of use.

Thematically and there’s a very strong Fey presence indeed to Dungeon Tales, with Midnight Revelry, Ring Out, Wild Bells and The Sylvan Harp all containing Fey foes… whilst the Labyrinth of Thorns, also has a dreamy, fairytale feel to it.

Of the other inclusions, two are classic D&D adventures, with The Temple of the Opal Goddess inviting adventurers to steal into an orc stronghold to deal with a demonic presence, and my own The Gleaming Cloud Citadel challenging PCs to take on a classic wizard’s tower full of traps and guardians, with some politicking and intrigue thrown into the mix.

The three remaining volumes struck me as particularly original in terms of concept: Forget Me Not, where the party encounters a magically displaced band of gnolls and uncovers a plot of fiendish betrayal. Modrons, Mephits & Mayhem in which the party journeys to an abandoned modron research facility, only to find its elemental guardians still active and other hostile parties sniffing around, and Seized Fire for the Ceasefire, in which the PCs find themselves in an icy setting, where a wizard’s tower holds an enchanted staff and a village of whale-folk need saving from a pair of remorhazes.

I haven’t had time to read every word of each of these, so let me concentrate on reviewing those I’ve had the opportunity to look at in more depth.

Sylvan Harp

By Simon Collins
This is a well-constructed adventure, in which the PCs are asked to intervene in the case of missing magic harp and prove that a human village have nothing to do with its theft – before continuing to thwart the plans of a rather nasty Thorn Hag. It plays out like a mini-sandbox, and the PCs are given free rein to explore the region, but at the same time there is a clear timeline of events that rewards the party for acting swiftly and good investigation and decision making. It also makes excellent use of Volo’s Guide to Monsters, so if you bought that, but have not really had a chance to employ many of its beasties, look no further…

I am a big fan of Mr. Collin’s works and you can read more reviews of his adventures elsewhere on this very website.

Ring Out, Wild Bells

By Emmet Byrne
A malevolent spirit called Mr. Grin torments a local village in this adventure that has more than a touch fairytale about it, and would also be perfect as a Halloween one shot. What I like about this story is that the victims are not the innocent villagers they seem, leaving the PCs with something of a moral dilemma – at least if they bother to investigate the back story (for that reason I’d recommend this adventure for more inquisitive groups, as trigger happy parties will just wade through the combats without uncovering the story’s main charm. In addition to great story telling, awesome presentation and maps give a really high quality feel to Ring Out, Wild Bells.

By the way Emmet has also produced some massively popular character sheets, one specifically tailored for each class. I would highly recommend you check them out (I already started using them)! They are free to download, although I’m sure he’d appreciate a few coppers for his efforts.

Labyrinth of Thorns

By Ashley Warren
If I wanted to describe Labyrinth of Thorns in a phrase it would be “a St. Valentine’s one shot”. The adventure is in fact very simple in structure: the PCs must enter a mystical maze in order to retrieve the lost bride of a world-renowned baker, encountering a variety of obstacles en route (a mix of puzzles, riddles and combats). What makes it special is the atmosphere, details and deft touches the author has woven into the story that seems to have been heavily influenced by both the romance of Italy, with a slice of Pan’s Labyrinth as well. These two qualities – simplicity and atmosphere – make it a perfect one shot adventure to run, especially if it does happen to be February the 14th.

Modrons, Mephits & Mayhem

By Tim Bannock
I absolutely love the concept of this adventure in which several groups, including the PCs, converge on an abandoned and sinister modron research facility (it was once used to experiment on innocent flumphs) to try to tap into the arcane power that resides there. There’s plenty of backstory and flavour and the adventure plays out like a very intelligent dungeon crawl, in which the PCs are actually able to recalibrate parts of the dungeon using the various control stations that crop up. If this was a Hollywood film it would be pitched to producers as a “high concept” movie, and whilst I think it would trickier than average to run, it’s one I’m definitely considering fitting into my campaign, or at the very least plundering for ideas.

Overall I’ve been very impressed with the contents of this volume, and it provides great value for DMs, whilst also saving them a lot of time trying to source worthwhile material from the Guild. That’s perhaps the major draw of this product, in that it’s made up of adventures carefully selected by the hands of two experienced creators, giving buyers some much appreciated quality assurance.

Saboteur: A New Roguish Archetype by the Kind GM

So recently I got in touch with fellow DM, blogger and Rogue-lover, Chris from the Kind GM and he was nice enough to send me a free copy of his 5e homebrew Roguish archetype, the Saboteur, which he co-authored with his friend Anastasios. I quote:

A cloaked figure slinks down a dark alleyway, and soon after the building behind it explodes in flames. A man hidden high in a tree watches with a grin as a flurry of spikes erupt from the forest floor, impaling a group of bandits. Saboteurs are experts at constructing traps and various other mechanisms and substances that allow them to create mayhem without placing themselves in direct danger.

A kind of arcane terrorist, the Saboteur’s weapon of choice are the traps he (or she) carries around with him (or her… I’m just going to continue using masculine form, from now!), which number his Rogue level times two. The archetype lists eight different types of trap, such as the Blaster Bomb (think hand grenade), Fire Nova Mine (think flaming landmine) and Thunderblast Trap (think Thunderwave in mine form), and a 3rd level Saboteur knows how to construct three of them.

Deploying a trap takes one action, whilst restocking them takes a long rest (they work a bit like spell slots in that respect). A PC can deploy different types of triggers such as pressure plate, tripwire or timer (and when they reach 9th level a remote trigger).

The result is a sneaky bastard who can cause absolute havoc on the battlefield… especially if he is expecting you.

Pros

I think this is a highly original archetype, and a chance to play a completely different type of character than exists in the Player’s Handbook.

A lot of creativity has gone into the traps and as well I think it opens the path for a lot of creativity for the PC on how they would deploy their arcane snares and wreak maximum chaos.

The archetype is properly laid out in the form of an official Rogue archetype.

Cons

I have a few questions about the gameplay, and how it would pan out in a session. For example Chris and Anastasios write:

When someone aware of your traps triggers one of them, they make the saving throws for its effects with advantage.

But one imagines that if a creature spots a trap they would then take care not to trigger it. Also there is a DC calculator for trap saving throws, but not for spotting the traps. (One imagines it might be the same however).

Also I found the mechanic that traps are automatically restocked during a long rest and kept in a magic satchel a bit too convenient. It seems that arcane traps should take some time to construct and not be something that effectively construct themselves when you’re having a nice sleep. So maybe I’d have advocated a saboteur with less traps, that are more powerful, but kept in a normal satchel (Bags of Holding, which is effectively what these satchels seem to be, are something I loathe about D&D… but I’ll write about that another time). The traps needn’t be that big, especially as they seem to be constructed at least partially using magic, so I don’t see a need for an additional magical item to hold them in. Related to this point, I think a more accurate name for this class would be Arcane Saboteur.

Finally, whilst I feel the class is pretty balanced, I think at lower levels this class is going to feel a bit overpowered compared to other Rogues. Maybe the number of traps should be more in line with the number of spell slots of an Arcane Trickster.

Final Verdict

Overall this is a really fun archetype, that might need a tiny bit of fine-tuning in order to fit on your table. A lot of creativity has gone into it and if you’re looking to play a Rogue with new potential this could be just the product for you.

You can buy it on the DM’s Guild right here. Average rating is 4.5/5 and it costs just 99 cents, so a low risk investment.

I would also highly advise you to check out Chris’ blog, which has a tonne of useful reviews and extensive lists of 5th edition resources.

Pssst… if you love Rogues don’t forget to read about my homebrew 5e Assassins Guild (The White Scorpions), my sample Rogue Assassin and my guide on how to play a cold-blooded contractual killer!

The White Scorpions: An Assassins’ Guild (5e D&D)

A bit like a football defense, festival ticket system, or wedding seating plan, crime is better when it’s organised. The lone wolf assassin may be good at the actual art of killing people, but who answers his emails, does his PR and marketing and collects his invoices? If he lives anywhere in the multiverse, then the answer should be his guild.

Admin. aside, there’s a reason every Dungeons & Dragons player should sign up their Rogue Assassin to a local guild, and that’s because a well thought out guild adds so much flavour to your PC, as they become part of a credible entity with a mission statement, code of conduct, mode of operations, insignia and other fantasy lore that will make roleplaying said character that much more enjoyable.

Every Dungeons & Dragons player should sign up their Rogue Assassin to a local guild… because a well thought out guild adds so much flavour to your PC, as they become part of a credible entity with a mission statement, code of conduct, mode of operations, insignia and other fantasy lore…

One of the first things I did after I was given an Assassin to play in my first 5e D&D session (after a 20 year hiatus from the game!) was start to work on the background of my cold-blooded killer. I asked myself many questions, such as: what could have happened to get her into the killing game? How did she attain her knowledge of stealth, poison and dealing deadly blows? But perhaps the most formative question I asked was how could she still be a nice person to be around, if slitting people’s throats was her profession? I didn’t want her to be that forever menacing character of slim principles who none of the other PCs could trust, mostly because it’s no fun for the rest of the party wondering if their beloved character who they’ve been playing for months / years is likely to be poisoned in the night by someone who is supposed to be on their side (this inter-party tension might be fun for a short time, but it soon wears thin!), but also because I myself prefer to play D&D as a team game, using our collective minds and abilities to overcome obstacles and challenges that come before us.

In short I wanted to play a good-aligned assassin.

So I asked myself, who kills without mercy, using any means necessary, but still has their principles and moral high ground. The answer was: vigilantes. People with a belief system, that in their mind at least, vindicates them going above and beyond the law to deliver their own vision of justice. And from this seed The Order of the White Scorpions were born.

As someone who enjoys attention to detail I created enough lore about the White Scorpions to publish a small book… and so that’s exactly what I’ve done, in the hope that others will enjoy playing an agent of this guild as much as I have over the last year or two.

The guide is on sale via the DMsGuide for the princely sum of $2.99. For the price of a cheap coffee here’s what you get:

What do you get with this e-book?

  • An introduction to The White Scorpions
  • A history of The White Scorpions
  • A mission statement
  • Secret signs for identifying one another
  • Three Maxims
  • Official Motto
  • Unofficial Motto
  • Organisational structure of the guild
  • Details on the Order’s secret tongue / cant
  • Favoured killing methods
  • Details on Necrodicta (death sentences)
  • Details and rules for a new poison – Deathstalker Scorpion Venom
  • A special dagger owned by each agent in the Order
  • Training methods
  • Scary initiation ceremony (including gameplay rules)
  • Duties, rules and regulations – a table of rules and punishments
  • Role of religion in the Order (and a prophecy)
  • Rules for adventuring as a White Scorpion
  • A fully developed new background: Trainee Assassin (for those characters who wish to join the guild at Level 1).
  • Character backgrounds and stat blocks of four prominent guild members, including Grandmaster Oblivion, and Xenia ‘Nightsting’ Zanetti.
  • Dungeon Master’s Class – 15 strong adventure hooks, and some general tips for bringing an assassin’s backstory into the game.

Who should buy this e-book and why?

1) Anyone playing a Rogue Assassin in 5th edition D&D. Because, for some loose change, you’ll be able to add so much more depth to your character and increase the amount of fun you have at the table with your PC.

2) Dungeon Masters with a Rogue Assassin in their party, especially if your adventure hasn’t begun yet. The Adventure Hooks section of the guide is very thorough and gives you 15 ideas you incorporate or base an adventure around, along with some advice on DMing with a Rogue Assassin at the table.

>>> Buy The White Scorpions Assassins Guild for 5th Edition Dungeons & Dragons <<<

This is my first ever product, so I’m excited to release it online into the www.ilderness. And if I make a few sales here and there I might even be able to carve out the time to write more material!

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