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New This Week On DriveThru RPG and DM’s Guild : 4-8-2020

8 Minute Read
Apr 8 2020
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Flower power warlocks, time travel, the fantasy mafia, and Volo guides you through solving a murder, all on DriveThru RPG and DM’s Guild  this week.

Do you like solving mysteries? What about crimes? What about fantasy crimes and also calling upon the power of friendship. And magic. Mostly magic. If any or all of these is the case, you should check out our roundup of favorites this week on DriveThru RPG and the DM’s Guild.

Springtime Warriors

“Spring comes every year, bringing with it restorative rains and blooming life. Clerics of the Rain Domain bring blessed waters waters to cleans and restore allies. Warlocks who make a pact with the Everbloom patron bring life and flowers with them wherever they go!”

Flower warlocks is a concept that I didn’t know I needed until right now. Some homebrew subclasses try to be edgy and dark (and those are great), but it’s refreshing to see one that just seems nice and warm. As we go into spring, let these character types bloom in your game.

 

Volo’s Guide to Getting Murdered

“Our beloved Volo has invited guests far and wide to celebrate the release of his new book: Volo’s Enchiridion to Making Friends. Unfortunately for Volo, one of his guests plans to murder him! Volo’s Guide to Getting Murdered is a murder mystery one-shot that ties in directly with Waterdeep: Dragon Heist!

This adventure is designed for characters of 4th or 5th level!

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Volo’s Guide to Getting Murdered provides a replayable 3-4 hour adventure with four unique culprits, all set in a fantastical location with countless secrets and mysteries to uncover.

4 Unique Villains! Your choice of four unique villains makes this adventure replayabile with swerves and red-herrings to keep everyone on their toes.

Inside a Walking Statue! The entire party exists inside the Hawk Man Walking Statue of Waterdeep, with full maps provided!

19 Encounters! There are 19 encounters, 4 unique to each murderer, and others to make the mystery dynamic and ever changing.

40+ Pages! 45 pages of location descriptions, NPC information, stat-blocks, a map, items, and more! This book is crammed with content.”

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Dungeons and Dragons Clue(tm) is so much fun and and an interesting, dynamic way to add a different tone to a one-shot or bottle episode within your ongoing campaign. Volo is a name you already know and love, and it’s your job to solve this mystery and prevent his attempted assassination. And with four possible outcomes you could come back to this module time after time with the same group without playing the same game twice.

 

The Branches of Time

Somewhere on the front lines of the Last War, the inventor of the sentient warforged, Aaren d’Cannith, wanders the battlefields.

Can a band of time travelers find Aaren in the branches of time before he vanishes from history and recover a secret that can save the warforged of the distant future?

The Branches of Time is a time travel campaign set in the world of Eberron.

The Harvest of War is the first in a series of adventures that take place during the Last War.

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This is a three to four-hour adventure designed for characters of 1st level.”

A time travel adventure within Eberron for 1st level adventurers piqued my interest immediately. The description doesn’t tell us much about the story, but I’m hooked already. Jump into the past to save the warforged of tomorrow with the Branches of Time.

 

For the Family

“Looks like it’s time to make you an offer you can’t refuse!

For the Family is a brand new supplement from Wandering Pilgrim Games focused solely around subclasses, enemies, and mechanics from criminal organizations. Looking for a way to play a Mafia enforcer? How about a Warlock drawing their power from the Family itself? With 4 new subclasses and 2 additional backgrounds, the options are yours!

For DM’s inside you will find 9 new enemies broken down into gang levels as well as a comprehensive set of mechanics to not only create your own crime family or criminal organizations, but also to have that organization feel alive in your world.

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Attempt schemes behind the scenes or even try to coerce the adventuring party to help your family pull off a heist!

Pick up your copy and you know you wont want to “fahgettabodit”!”

I think most of our campaigns adopt a certain level of “family” and maybe a little hustle and somewhat organized crime, but this supplement gives you an entire mechanic for working a fantasy mafia into your world. Whether you want to replay The Godfather with magic at the table, or incorporate a few real feeling crime syndicates into your game, For the Family is here to help.

 

Party Crashers

“Imagine, you’re sitting down to have your favorite lager and some goblin takes your beer! As a well armed adventurer you know someone’s going to get stabbed.

Party Crashers is an adventure for levels 1-4. It is the perfect introductory gambit for your players with lots of fun, interesting and goofy situations to get new player into the spirit of your game, pun definitely intended. The plot is simple, the PCs have been invited to a beer garden party but by the time they arrive the place has been overrun with goblins. The PCs must evict the drunken goblins from the party and recuse the guests.

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This adventure features:

-Drunk Goblins

-Pie Throwing

– Sneaky spider mounts

– Terrified NPCs that have peed themselves in terror, or maybe just because they’re drunk

– Donkey Kong-like barrel throwing action

– Much, much more!

If you like this adventure check out my other one, The Sunken Fortress. It’s way more in depth with a crazy deep plot that takes the PCs from a troll filled swamp to the astral plane!”

Party Crashers is the goofy, low stakes, intro session that will really help newer players see how fun D&D is. We all want to tell epic stories, but let’s be honest, most games turn into a series of goofs strung together with fights and the occasional plot bomb. And that’s great. Dungeons and Dragons is a good time, and this is the perfect module to show that off.

 

Spectacular Settlements

“An engine of inspiration, Spectacular Settlements will help you create all manner of places to populate the worlds in which you play, be they existing settings, or your very own.

Inside, you’ll find easy-to-use settlement builder chapters, interesting NPCs, and a wide variety of other useful tables. For GMs in a hurry, 64 fully-realized pre-generated settlements, each with their own unique artwork and full color map, are ready to be slotted in to any game world in seconds.

With the help of this book, realize the places that have been locked within your imagination!”

World-building can be a challenge for some of us. Some people really have an eye for how a town and it’s politics and citizens come together, but for the rest of us supplements like Spectacular Settlements is a life saver. If city planning isn’t your forte but you still love running games and telling stories, pick up a copy of Spectacular Settlements and let it help you fill in some of those gaps.

 

Child of the Wasps

“A New and Horrifying Creature for 5th Edition Dungeons & Dragons

Another great series begins in the Michael Surbrook Presents line – Introducing “$1.95 Monsters.”

Continuing the combination of utility, imaginative content, and deep research found in the Discoveries series and other Michael Surbrook Presents products, “The Professor” brings his love for and knowledge of the horror genre to give you this fascinating new threat for your campaign.

Included:

– Easily adaptable origin, useful for any kind of campaign.
– Clear, concise, well-designed stats that will confound players who think they’ve seen it all.
– Options for different types of “Children” – more than wasps can horrify your table!”

Wasps are scary. They’re real-world actually scary. Using them as a monster in a campaign seems awful and obvious in a way that’s equal parts fun and a little bit cringe worthy. Do I want my GM to implement real sting-demons into our games? I’m not sure. Would it make the game feel more real and be a little bit funny? Absolutely.

 

Metalmorphosis

“You wake up in an empty metal room. There are others here, but they are unknown to you. Even worse, you are unknown to yourself. You have no memory of your life before this. Yet you remember how to survive.

You and your newfound allies are trapped in the Machine. A huge, malevolent deathtrap. You will not go far before you realize this. The cells of the Machine, Assimilators, hunt and trap the people inside the Machine. The lucky ones are killed outright, but most are altered by the Machine.

You can’t stay flesh for long within the Machine. If the Assimilators don’t kill you, they cut away the soft tissue and replace it with steel. There is a purpose to the Machine. If only you could find its secrets, you might be able to escape. While you are still human.

Metalmorphosis runs on a variation of the Powered by the Apocalypse-system. The characters the players control have four stats. During play the characters will activate Transitions (moves) that influence the progress of the story.”

Metalmorphosis sounds like if Saw and everything I find a little scary about escape rooms combined and the resulting abomination was somehow fun. On their own, every sentence of this sounds like a Kafkaesque nightmare, but together it’s an incredibly interesting concept for a game that I would very much like to get to the bottom of. If this game were a story, I’d probably read it, I wouldn’t know why I’d made that choice, but I would read it nonetheless. Plus it’s run on Powered by the Apocalypse – a personal favorite system of mine.

 

DriveThruRPG.com


What are you picking up this week? Have any new games entered your radar or are you sticking with some old favorites for the moment? Let us know in the comments!

Happy Adventuring!

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