Archive for the ‘RPGs’ Category

Star Wars – Dawn of Rebellion review

March 3, 2018 Comments off

The recently released Dawn of Rebellion is the first Era Sourcebook for the Fantasy Flight Games Star Wars RPG line. Unlike previous books, this is the first to bridge all three lines of Edge of the Empire, Age of Rebellion, and Force and Destiny. This comes out just as the Rebels TV show is coming to an end. For fans of both the Rebels animated series and the Rogue One movie, this book is full of stats for both characters and vehicles seen in each.

This book is a bit thicker than most specialization books, but about on par with Lords of Nal Hutta and Suns of Fortune weighing in at 144 pages. There are four chapters broken down into Worlds in Revolt, Organizations, Player Options and Game Master Support.

Worlds in Revolt features several systems that play an important role in the era including Alderaan, Atollon, Dathomir, The Death Star, Jedha, Lothal, and smaller sections on other places just called Other Worlds. Each system has the familiar fact sheet and picture of the planet featured in other releases, followed by a longer description of points of interest as well as key NPCs and a modular encounter that would work nicely as a mini-session in each system.

Often RPG books can be broken down in a crunch:fluff ratio, meaning how much of the book is stats and numbers compared to flavor text that helps bring the world alive, without providing those numbers that mechanically affect the game. This book leans towards the fluff-heavy, but details a satisfying amount of gear, creatures, NPCs and vehicles to keep the crunch crowd happy. The organizations section in particular features a lot of information on the Empire, Rebellion and Independent Organizations like The Broken Horn Syndicate (Vizago’s smugglers from Rebels), The Free Ryloth Movement, and the Protectors of Concord Dawn. Each has a few key NPCs detailed and some background information. Each main character of the Rebels TV show is statted out, as well as Shore Troopers, Death Troopers, Agent Callus, the Inquisitors, Vader and Thrawn. From the Independent Organizations you get stats for Fenn Rau, Azmorigan, Hondo Ohnaka, Ketsu Onyo and Lando Calrissian (previously statted out in Jewel of Yavin). This section gives you plenty of key characters to interact with if you want to start a party that runs in parallel to the events of Rebels or Rogue One. This seems to fly in the face of the wisdom expressed in previous books about shying away from key figures, since it is a pretty big galaxy after all. I think it is pretty cool to provide the stats for folks, since people try and make them up in the FFG forums anyway, and can add some gravity to your session. Hopefully, Vader won’t cut through your party like he did those rebels at the end of Rogue One.

The Player Options section introduces six new universal specializations that can be purchased for 10x the amount of specializations the PC currently has in XP. The book suggests this can add depth to a PCs past if chosen at the beginning of character creation, or could be a big reveal of a hidden past if chosen later. Either seems like a really compelling option to me, and I hope they come out with more of these in subsequent Era books. Those included in this are: Padawan Survivor (Kanan), Force Adherent (Chirrut), Imperial Academy Cadet (Han, Wedge, Sabine), Pirate (Hondo), Retired Clone Trooper (Rex), and Ship Captain (Hera). These trees include 4 bonus career skills (with the exception of Padawan which grants Force Rating 1 unless your PC already has it) and feature associated talents that can provide depth to your PC.

There are also four new species options from Rogue One: The loud-mouthed amphibian-like Dabatan, the Wookie/Wampa-like Gigorans, heavy-browed simian Iakaru (door gunner in the U-wing), and insecto-mammalian Tognaths (Saw’s lieutenant on Jedha).

The weapons section includes stats for Chirrut’s lightbow, Baze’s repeating cannon, and the Shore Trooper’s E-22 (linked 1 heavy rifle), and Death Trooper variant E-11D and DLT-19D Heavy blaster rifles.

The vehicles detailed include the AT-ACT, Occupier Assault Tank (Jedha), Delta-Class Shuttle (Krennic), TIE Striker and U-Wing. The U-Wing stats I found and used from FFG forums for my Rogue Two adventure were very close to the published stats. Also included are Arquittens-class Imperial cruiser and the hammer-head class corvettes use in Rebels and Rogue One, as well as the Ghost and both Phantom shuttles. There are also stats for the Death Star, which are so huge as to be nearly useless, but it does have a stat block.

The GM Support section includes a really nice idea about crafting a campaign like a season of a TV show, and even provides a roadmap for primary and secondary plots focusing on different characters as well as an overall story arc. We are attempting to do much this same thing with our own gaming group while sharing GMing duties. We’ve each contributed NPCs and planted story seeds that other GMs can choose to advance or go in a different direction. We’re only about 3 sessions in, but so far it has been really rewarding to not only share the GMing duties and responsibilities, but build our own corner of the galaxy together.

This section of the book provides the framework for either one GM to craft an entire season, or perhaps allow for a group to round-robin GM. This system has always provided a wealth of GMing resources and tips but this section of this book in particular goes above and beyond. It also discusses developing antagonists – villains that surpass a typical “big bad” at the end of an adventure and provide a long-lasting true nemesis. It also mentions antagonists don’t have to be evil to oppose the party such as Saw Gerrera, Fenn Rau and Cham Syndulla.The final part of the GM section deals with building a Rebel Cell campaign. This provides several ideas and seeds that can help groups write their own versions of Rebels or Rogue One.

Overall, this book is a great resource for those of us that watch the new movies or TV shows and start statting things we see out in our heads. It provides a ton of background information on this particular era of Star Wars and will be a great book for both players and GMs alike. I hope this is just the beginning and FFG is able to release a Knights of the Old Republic, Clone Wars, and possibly Force Awakens era books as well.

Categories: Books, News, Reviews, RPGs, Star Wars

Alternate DCC XP system

February 12, 2018 Comments off

Recently I signed up to run my first Road Crew games of 2018 for MACE West (I’ll be running Blades Against Death and co-Judging Inferno Road), and it got me thinking of years past. Back in 2013 there were a lot fewer modules and it took some salesmanship to recruit players and get them in to DCC. Back then, I had a few players show up consistently every week while most would only be there for some weeks and not others. At the time, I would have the PCs level up when I ran out of adventures for that level. Keeping track of XP seemed a bit nebulous using the rules as written:

“Each encounter is worth from 0 to 4 XP, and those XP are not earned merely by killing monsters, disarming traps, looting treasure, or completing a quest. Rather, successfully surviving encounters earns the characters XP in DCC RPG. A typical encounter is worth 2 XP, and the system scales from 0 to 4 depending on difficulty.”

This system is certainly my preference over D&D or Pathfinder experience systems, but still seems a bit nebulous for my taste. I really enjoyed the Pathfinder Society (organized play) XP system, in which PCs gain a level every 3 adventures. For DCC I would suggest the following modifications, which are really just an extrapolation of the classic optional rule:

“…consider allowing any 0-level characters that survive their first adventure to automatically advance to 1st-level and 10 XP.”

Why not use this type of system for every level? Rather than leveling every session, I would suggest 1 earned XP for each adventure survived, with the next level being the number of new experience to achieve it. This table should make more sense:


New XP for next level

Total XP for next level



















This allows for a more traditional XP curve (rather than 3xp = 1 level like in PFS) while reducing book keeping to a minimum. This also allows PCs to “catch up” if they join the campaign late or have a PC die early on. I feel this provides a reasonable advancement table, without requiring much record keeping on the part of the Judge or the players. Next time I run a long-running drop-in/drop-out sort of DCC campaign this will certainly be the way I manage XP and advancement.

Trigger Warning: Everything

February 4, 2018 1 comment

Very soon, we’ll be running “Inferno Road” at this year’s Mace West convention here in lovely Asheville, North Carolina. Both Kevin and Scott got a chance to play it at this year’s GenCon, but I wasn’t able to as it coincided with games I was running. It’s an insane DCCRPG death metal tournament in a nightmarish hellscape cranked up to 11 and beyond. Sex, drugs, and rock and roll are just the beginning. The index says “Trigger Warning: Everything” and the pages following live up to that fact. Not for kids, not for the faint of heart and not for everyone. We’ve said more than once we could be asked to never return, but it will definitely be worth it.


Inferno Road binders for the Judges… we may need to burn these when done to be safe.

Here’s the basics:

Saturday, March 10th
Asheville, North Carolina

Slaved to the overlords of Hell… you begin as a soulless grub in a sea of grubs, endlessly writhing in the burning pits of the inferno. Your eternity is suffering with the gnawing hunger for a soul… any soul… ALL souls. Plucked from obscurity and forced on board a Hellwagon in service to a Duke of Hell, you and your ‘companions’ race to overtake Satan’s Wives, pregnant with fresh souls for the Prince of Darkness. With every soul you devour your power will grow, perhaps enough to take on the the Devil himself?

Trigger Warning: EVERYTHING


Giant 4′ x 6′ banner which we’ll have hanging behind the tables, calling those seeking ruination and destruction to join in the insanity that is “Inferno Road”

We’re planning on two tables battling head to head and as such have had to make some adjustments to the mechanics and the storyline, but the core remains the same. There will be prizes galore and a trophy for the winner.

On top of that, the Asheville DCCRPG Road Crew gang will be running a few games, notably “Blades Against Death” by Harley Stroh which Kevin will be handling and I’m scheduled to run “Blessing of the Vile Brotherhood” also by Harley Stroh. More MCC and DCC will be played after hours and on the schedule. There’s also plenty of other games for many systems, and it’s always a great weekend here in Asheville.

You can register for Mace West at THIS LINK. Come play with us… forever… and ever… and ever…

Categories: DCCRPG, Epic, MCC, RPGs, Uncategorized

Legacy of Dragonholt review

January 30, 2018 Comments off

Legacy of Dragonholt by Fantasy Flight Games is a bit unique in what has become a crowded RPG and board game space. This new boxed-set is part choose-your-own-adventure, part RPG, and part board game.

This game is set in the FFG fantasy world of Terrinoth, for which the first Genesys sourcebook has been announced. It is pretty recognizable as the traditional Tolkien-inspired fantasy world filled with elves, orcs, gnomes, and humans, with a few exceptions like catfolk as a PC race. Their are fairly typical class options: bard, knight, thief, sage, wildlander, apothecary, and brawler.

This game could serve as an excellent introduction to RPGs for younger players and is certainly something an entire family could enjoy. The character creation process is mechanically light, in that you choose associated skills based on your race and class choices. Much like the Tales from the Loop age mechanic, the more skills you choose, the less stamina you have. This allows you to build a character that is skilled but fragile, or oafish but tough.

Beyond that, you’re encourage to add as much background, personality, and description for your character as you like, but those elements just inform your decisions on the choices presented to you. This game is very narrative-heavy, but role-play light. For those more familiar with running traditional RPG adventures, it is essentially endless box text. This kind of structure can be great for new or younger players, but may frustrate experienced gamers if you don’t know what to expect.

Playing this with my wife was quite entertaining, as we took turns reading and making choices. For multiplayer games you each get a token that you flip once you’ve made a choice to make sure every one gets a chance to gain both the risks and rewards of actions taken during the adventure. Some actions only affect the “active” player, while other actions may affect the entire group.

I could see this being quite entertaining as a solitaire game, as it is essentially a choose-your-own-adventure style game book with the best props and maps I’ve ever seen for the genre. I haven’t tried a six player game, but I could see how it could be a bit dull only making a choice every sixth time one is presented. That being said, we only completed the introductory adventure so far, and the map of town has numbered sections that may allow a bit more agency in future adventures.

All in all, this is a really interesting product that appeals to me as I’m a fan of gamebooks, choose-your-own-adventures, RPGs, and board games. It is a great fit for a game night in which everyone feels like a rules-light RPG, but no one wants to (or hasn’t had time to prepare to) GM. If that sounds good to you, I recommend picking this up. There are several adventures included, and depending on the character you build and the choices you make, there is a fair amount of replay value. Still on the fence? Download the PDFs of the rulebook, character creation guide, and sample characters from the product support page. May you choose wisely and have a grand adventure!

Categories: Adventure, Board, Books, Games, Reviews, RPGs

History Check: Gary Gygax High School Yearbook

December 17, 2017 Comments off

A facebook group I frequent auctions numerous gaming items, sometimes common and sometimes very rare.  Several of the members are known gaming industry talents, and others are just collectors like myself.   At the end of November, Garrett Ratini put up an item that was a rare gem from his collection. It wasn’t a game book, but books containing a surprisingly rare set of photos that made up a part of gaming history. And how the auction ended is where the real surprise happened.

The items auctioned were the 1953 and 1954 years of the Geneva Log, the Lake Geneva High School yearbook.  It was during these years that Gary Gygax, Don Kaye and Mary Powell were all in attendance.  A treasure for the gamer who wants to own a piece of history, but especially for the rarity of the photos inside.  To appreciate just how rare, you have to know a little something about the history of these three individuals.


Gary Gygax, for one, did not finish high school, though did finish his degree years later.  A few months after his father passed, he dropped out of high school in his junior year.  These volumes then contained rare pictures of him as a student.

Secondly, Don Kaye is depicted in the book as well.  Don Kaye, a close childhood friend of Gygax from age 6, co-founded Tactical Studies Rules (TSR) with Gygax and made one of the first Dungeons & Dragons characters, the infamous Murlynd.  While the depiction of these two legends in one book might not appear to be noteworthy in itself, it is one of the few rare pictures of Don Kaye.


TSR was founded in 1973 by Gygax and Kaye.  Later, Brian Blume bought in and supplied the capital to allow the publication of Dungeons and Dragons.  However, Kaye suffered from a heart condition and needed surgery.  He never disclosed this to his partners, and died of a heart attack before the scheduled surgery could take place, dying at age 36 just as Dungeons and Dragons was beginning to gain momentum.  As a result, few public pictures of Don Kaye exist.

Mary Jo Powell was a friend of Kaye and Gygax, and was wooed by Kaye for some time.  However, Gygax was also smitten, and proposed marriage at 19 years old.  Kaye was upset enough to not attend the wedding, though they later reconciled. Ernie Gygax recently posted a picture of Mary Jo the day after the proposal, shown below:


Mary Jo once suspected Gary of having an affair while she was pregnant with her second child, but going to confront him in a friend’s basement, found him sitting with friends around a map covered table.  She may have been the first of what my wife calls “Gaming Widows” (being spouses left by the wayside for the husband that games too much).

Garrett Ratini put these items up for auction, and the true collectors of gaming history began to come out to bid.  The buyout price for the books was $1,200.00 and likely that number would have been met, I suspect, knowing the habits of this community of bidders.  But an unexpected bidder placed a bid at somewhere around the $400 mark, and that was Luke Gygax himself, founder of Gary Con and Gary Gygax’s son.

With the permission of all involved, Garrett terminated the auction and gifted the books to Luke.  Now, these books and images of his mother and father are with him, where they truly belong.

Pre-digital history like this is easily lost, and is not on the radar of many historians, with the exception of Michael Witwer and Shannon Appelcline. Hopefully books like this will make it into the archives like the one held at GenCon 50 this past year.  Fortunately, I believe we can anticipate  these books being treasured by the Gygax family, both for themselves and for posterity.

Review: Xanathar’s Guide to Everything

November 13, 2017 Comments off

TLDR: You’re going to want to buy this.


There was a lot of buzz for Xanathar’s Guide to Everything before it was even in print, so I anticipated this was going to be worth a look.  It reminds me a lot of what Unearthed Arcana (the book, not the webcolumn) was like for 1st edition.  Was it optional?  Yes.  Would you be missing out on a lot of content that is considered generally mainstream to play without it?  Heck yeah.

General Details

Xanathar, a secretive beholder crime lord, keeps notes on everything (he believes).  Hence the name of the book (his goldfish is his most prized possession, and that’s what’s on the stylized cover you see above).  As with Volo’s Guide to Monsters, there are little notes that run as commentary throughout the book, usually a sort of joke or snipe about the subject matter.  As the material is largely mechanics and game lore, it’s less relevant than with Volo’s but still fun.

The book is 192 pages, full color, lots of art, slick non-glossy pages (which I like).  You’re going to get this and think it feels kind of thin, however.  While the book feels light, it has a lot of content, and they pack quite a bit in those pages.

The book has three major division: Character Options, Dungeon Master Tools, and Spells, but also has two valuable Appendices.  Here’s the breakdown of the sections.

Character Options


By far one of the most valuable sections of Xanathars is the Character Options chapter.  This opens 31 new subclasses for the primary classes listed in the Player’s Handbook.  That’s right: THIRTY ONE.  Note that’s not 31 new classes, but subclasses (like Bardic Colleges, or Barbarian Primal Paths, etc).  I like this because I think that too many primary classes waters down your base classes and leads to unexpected bloat.  Some of these may be familiar as they have rolled out through playtesting in the Unearthed Arcana column.

A few favorites include the Bardic College of Whispers, the Grave Domain Cleric, the Samurai and Cavalier Fighter archetypes, the rogue Swashbuckler, and the War Magic Wizard. Adding rules to differentiate these classes and giving them a new feel works well, without making a GM learn entirely new modes of play functionality.

Flavor – Charts – This is Your Life

In addition to subclass details, they also offer fluff fans fun and interesting (but very brief) charts for fleshing out details about their characters and their backgrounds.  More experienced players may feel these sorts of things are unnecessary, but it definitely gives some players new ways of looking at details about their characters that will flesh them out in interesting ways.

Some sections are meatier than others. The Druid Section of the the Character Option chapter lists charts, for example, of what beasts you encounter in what environments for the purposes of exposure to allow wildshape.  You could make it up, but this is just damn handy.  Other elements, like how you learned to be a druid, are more storytelling.  Each class has this sort background material.

This culminates with a subsection called “This Is Your Life” which allows your background to be determined by charts, at your option.  This goes through siblings, parents, family history, and motivations based optionally on class or background.  I’ve always been a fan of a certain online character background generator myself (NSFW for language).  I seem to recall something like this in an older volume of D&D (maybe player’s handbook 2???) but can’t remember which book.  If you know, post in the comments.  In the end, it can be fun, and they’re clear not to be pushy about using it.  Do it, or don’t if you don’t want to.

Racial Feats

One thing you won’t hear me complaining about is more feats.  I especially like the idea of Racial Feats that continue to expand the characteristics of the races in game.  These add additional ways for characters to stand out and differentiate themselves from one another given the more simplified options of 5th edition over early incarnations like 3.5 and 4th editions.


Dungeon Master’s Tools

Rules Clarifications

As a gamer who runs a lot of games, this section is precious to me, as it answers some questions that speaks more to design philosophy on dealing with rules questions. This chapter shotguns out some rules issues right off the bat with little ceremony, including:

  • Simultaneous Effects
  • Falling (over time and large distances)
  • Sleep Details – Involuntary Waking, Sleeping in Armor, Going Without Sleep
  • Adamantine Weapons
  • Tying Knots (both tying and slipping out of them)

There are two larger sections that go into greater detail as well:

  • Tool Proficiencies – This large section rethinks Tool Proficiency, going into specific items included in certain kits, and spelling out what a player can do with skills and tool proficiencies.  A valuable section that will assist GM’s and players alike in seeing how these should be played.
  • Spellcasting – Concealing and identifying spellcasting, measuring ways of determining gridded templates (with illustrations)


Challenge Ratings

One of the most important changes listed here is the Encounters Section.  This lists a new way of calculating encounter challenge ratings that seems to more accurately address the threat of solo monsters based on group size, as well as other types of encounters.  This section probably is an admission that prior CR calculations were not correct and did not accurately reflect appropriate difficulty.

Paired with this is a comprehensive list of wandering monster encounters by level and geographic environment.  For those that use such charts, it’s a masterpiece.  Very convenient.    While not previously a fan of wandering monsters, I’ve found it a useful tool when players are lollygagging or doing things in a stubborn and ineffective time-consuming way (i.e. camping after every encounter, spending an hour bonding with items in a dungeon, camping in a dangerous place, etc).  The lists are detailed, and the setting dressing it provides also fleshes out your world and the creatures in.

Other Sections

Traps Revisited — A sizable section deals with how traps should be dealt with to make them interesting, including details about constructing elaborate traps and the rules that tied therein.  This is more interesting in that it seems to suggest that the standard application of a rogue disarm role should be avoided in favor of a more descriptive approach.

Downtime Revisions –  This section elaborates on revised downtime rules, including the development of a rivalry, buying magic items, carousing complications, and so on.  Helpful if you find yourself using these rules.  We never seem to get to them in my groups, however.

Magic Items – A section here on magic items deals with suggestions on awarding magic items as a GM, and a type of common magic item that has magical effect and flavor without game-breaking power.  A new relisting of magic items by type and rarity, with notation as to whether those items require attunement, is a handy reference.



With over 90 additional spells for all spell-casting classes, this chapter alone makes this book a must-have. I haven’t combed through these to see if they have been duplicated in other volumes, but there certainly enough new ones to make it a reference for any spell-caster when picking their list.  Some of these are old classics that have been revamped for 5th edition, others are brand new.


Appendix B is a voluminous list of names from different cultures to help players with naming a character.  It’s a great list, as it goes, with real world cultural names as well as fantasy names.  This is going to make one of your players very happy.

but more importantly, Appendix A is about Shared Campaigns.  

Shared Campaigns

Skyland Games originally began as a gaming group that decided to split off from Living Forgotten Realms organized play to start our own shared campaign.  Part of this split was because of frustration with the management of LFR and the various bookkeeping requirements thereof (and scenario quality, truth be told). We started our own round-robin style of gaming allowing everyone to get some play time, as well as build a common story together.  We’re big fans of it.

What’s proposed here contemplates a Living campaign like Adventurer’s Guild, but could be used for a round-robin home game as well.  It makes use of a benchmark system for leveling based on the number of hours a scenario is designed for and its relative challenge level rather than on the XP value of monsters.

Common rewards are determined at levels, including a treasure point system for awarding magic items from a pre-determined list of magic items agreed upon by the collective DM’s of the campaign. Gold can be spent on common items and maybe a small list of alchemical items.  Major magic items require treasure points, earned through play.

This appendix, however, poses a question: Is this the future (or maybe the present) of Adventurer’s League?  I haven’t been to a game in ages, so I couldn’t tell you if they had moved to this system.  If so, does the abstraction make the game less enjoyable?  I think each player might have a different answer to this question, but if everyone can pay their dues and get the items they want in a timely enough fashion, the abstraction may be worth it.  These guidelines won’t make you purchase the book, but are worth a read for any player.


Xanathar’s Guide to Everything seems largely about utility and fleshing out things that originally were left to player and GM to determine.  Some might see that as an imposition, but I find it incredibly useful.

A complaint I’ve heard about 5th edition is that the lack of specialization makes many characters seem the same.  I’d point out that, as a player for three decades now, we started with a lot less and never really thought to complain about it.  5th edition is a great expansion on what we started with, but doesn’t lend itself to the hyper-specialization that you see in 3.5 Edition D&D or Pathfinder.  These new subclasses, feats, and spells in no way serve to make 5th Edition D&D more like 3.5 or Pathfinder, but they do give a greater degree of options to make a character stand out and build on unique themes.  The content provided in this tome is very significant, and is a should-have if not a must-have moving forward with 5th Edition.

DCC Enter The Dagon Review

September 27, 2017 Comments off

I’m running out of superlatives when it comes to DCC modules, but Harley keeps out-doing himself. This module weighs in at a monster 36 pages, and includes color photos from the tournaments at Gen Con in 2015 and 2016 that bore the same name. Enter the Dagon is much more than a typical DCC Tournament, it is an incredibly detailed 5th level adventure that centers around a spell duel tournament. Included are a page of streamlined spell duel rules that exclude some of the more fiddly bits from the DCC book like the momentum die, while maintaining cool elements like counter spells. It even provides some suggestions for Counterspell Families for what spells can counter others.

The adventure also details a timeline of events and duels, as well as a separate appendix of awesome Kovacs art of the other wizard contenders and their retainers. This adventure combines some of my favorite of Harley’s adventure mechanics: somewhat of a sandbox non-linear feel like Fate’s Fell Hand, and some time restrictions/pressure like Bride of the Black Manse. The time restrictions aren’t as literal as in Bride, but it does give the Judge a solid timeline of events to keep the adventure moving if their is a lull in the action.

Like most 5th level DCC adventures, this one would require significant preparation on the part of the Judge, and would not likely work well for a typical convention slot. This easily has at least two sessions if not three of material. One of the best features of the adventure is the centerfold map of the island. It shows the different towers of the wizard combatants and other areas of interest, but doesn’t provide any spoilers so should definitely be shared with the players to give them a sense of the environs. The wizard combats have awesome portraits that you will likely want to copy and print out like I did for Intrigue at the Court of Chaos. Having these awesome visuals really brings this adventure to life!

For fans of “The Band” in its many forms, this adventure shows the all-lady band meeting Hugh’s band on the island, reuniting them! The last two pages shows both bands, with the ladies getting a colorful cosmic background, while the actual band members remain in black and white (besides color kitten knees, and everyone loves color kitten knees).

Even if you’re not a DCC superfan or an adventure collector like myself, this is one to own. Highly recommended!

The centerfold map in progress, along with the meeting of the bands underneath!

Categories: Adventure, DCCRPG, Reviews, RPGs