Alright, let’s jump right in….
What’s in it?
Tales from the Yawning Portal is Wizard’s latest release for 5th Edition, and is the same high production quality as their other releases. Unlike previous releases, it is a series of unconnected older adventures that have been converted up to 5th edition from previous editions of the game (ranging from several OD&D mods to some early 3rd edition modules, and some playtest content).
The adventures featured are:
- The Sunless Citadel
- The Forge of Fury
- Against the Giants Trilogy
- The Tomb of Horrors
- The Hidden Shrine of Tamaochan
- White Plume Mountain
- Dead in Thay
There is also a brief chapter for magic items (15 of these) and a chapter for monsters (39 of them). Also, starting of the book is a brief flavor detail for, you guessed it, the Yawning Portal Tavern.
Those are the facts. Now, the real question…
Should I Buy it?
This book is for grognards wanting to spare themselves the minimal trouble of converting a few old classic scenarios for their group, many of whom may not have played the mods. Alternately, it’s for newer players that have heard about classic mods and want to take a crack at them in 5E and see what all the fuss is about.
Tales from the Yawning Portal takes the heavy lifting out of conversion, cleans up some weird oddities from older mods, and generally makes the older content much more approachable for a newer player, primarily because old originals are perhaps hard to find and the trouble of converting some of these classics may be a little daunting.
So, do you need to buy it? No. You definitely do not.
Should you? Only if you want to revisit these classics. I personally do, but that’s not going to describe everyone.
This is a collection of classic mods first and a general game supplement second, or perhaps even third. In some ways I appreciate the fact that Wizards isn’t spamming their release schedule with Fiend Folios and Magic Item Compendiums in droves, forcing us to shell out for semi-mandatory releases. On the other hand, I feel like getting 39 monsters at a time is a somewhat slower financial torture. That, and now if I want to find a monster, I have to flip through Volo’s Guide to Monsters, or now Yawning Portal to find what I’m looking for in addition to the Monster Manual. It’s not really convenient or logical.
In a lot of ways, 5th Edition is a response (perhaps a kneejerk response) to the vitriol that arose as a result of the new ideas of 4th Edition. 4th Edition is commonly summarized as “a great game, just not dungeons and dragons”. As a result, 5th edition has a much more old school feel, without all that horrible THAC0. This is a slapshot right down the throats of all those geezers like myself that just want to play ancient modules until we die, and make other people play them too.
The great thing about this book is that you get a lot of content, and a lot of short usable play hours with it. You can play pieces of it without having to feel married to it for a year (a complaint that some of us are feeling in our current Out of the Abyss campaign). Being able to play a few sessions, then stop, can be very welcome when seeking published content. Also, they snuck the ENTIRE GIANTS TRILOGY in here! That is Fricking Awesome! So there is good to be had.
The monsters, however, as well as the magic items, are there to support the rest of the published works and don’t really stand on their own as a supplement (nor do I believe they were held out to do so). Overall, it’s great to have on the shelf, but the home campaigner or the long haul campaigner is going to scratch their heads at this release. This is nostalgic potpourri and historical esoterica.
So, proceed with the knowledge of what this book is, and see if it is worthy of your shelf. It’s on mine, and I’m glad for it and look forward to sharing some old classic content with my group for a couple 3-shots.
A parting note:
One last thing I wanted to mention, and can’t seem to find a place to fit into this review, is the curious disappointment I have that the Yawning Portal, famous for it’s connection to Undermountain, is not at the head of a book for UNDERMOUNTAIN! It’s a fun way to connect these modules as tales from tavern-goers but something I hope Wizards will attempt in the months and years to come. That’s a classic that definitely belongs on the shelf.
The latest release for Fantasy Flight Games Star Wars Age of Rebellion is the adventure Friends Like These. This review will endeavor to be spolier-light, but not spoiler-free so if you have any intention of playing this, and don’t want any information about the plot points, stop reading now.
Just us GMs? Good. This adventure is geared towards experienced rebels with the recommended earned XP at 150. The main mission is to gather what nearby allies and resources you can marshal to defend a foundry and turbolaser factory from impending Imperial attack. It is pretty well structured to provide a good amount of detail for likely approaches PCs will take when faced with the encounters while allowing a fair-amount of sandbox play with page references to various sections based on PC choices.
There is quite a bit of negotiation and social challenges in this adventure as well as personal and mass combat. There are several opportunities for any type of role to shine, but I would say it favors leader/face types of classes. The entire adventure is a race against time as Foundry Four on the planet Xornn has been tipped off that Imperials have discovered they are retrofitting freighters with turbolasers in support of the Rebels. An ambitious Imperial Captain is hoping to capture a navicomputer that holds the coordinates to the main rebel fleet and deliver this vital data to the Emperor. The Rebels are sending a massive fleet to counterattack and save the base, but it will arrive 5 hours after the Imperials. Can the heroes gather enough allies and prepare fortifications to hold out?
Each segment of the adventure has times associated with it, and PCs must weigh what they should spend that time on in order to give them the resources they need to hold out against the Empire. Eventually the PCs will discover the only options who can get there in time are 800 Mandalorian mercenaries and the Zygerrian slave armies of Prince Molec. Most Rebels aren’t too keen on slavery and so the adventure puts the PCs in a position of picking between bad options: collaborate with an empire built on slavery, or attempt to liberate those slaves against very long odds. The book allows for either approach, and highlights one of the strengths of this system: putting PCs in a no-win situation and letting them debate at the table how they want to approach the encounter.
This adventure is a bit different from the others as previous books were divided into three acts, and this is divided into four. It isn’t any longer than any of the other adventures, still weighing in at 96 pages, but is structured as fortifying Xornn, dealing with the Mandalorians, choosing how to handle the Zygerrians, and then the climactic battle. Included in the book are stats for creating a Mandalorian human PC. This seems a bit odd, considering PCs should have 150 earned XP going in to this adventure, but I supposed you could create new PCs specifically for this adventure. You would think they would then detail some Mandalorian gear, but other than a few bits in NPC stat blocks, there are no other details in this book. There is a page dedicated to slaver tech and weapons, but not Mandalorian arms and armor. I guess we’ll have to wait for No Disintegrations on that.
Overall, I think this will be an excellent adventure to run. I do wish there were more detailed maps for Foundry Four and the orbital and surface battles for act IV. There are some areas and details mentioned that are not very clear on the maps provided. Beyond that, I would recommend this for AGE GMs looking for a diverse adventure that will allow various types of PCs to shine, but I would discourage novice GMs from running this as there is a lot to keep track of and different paths your PCs can take. Once you’ve run several sessions and have a good feel for the curve balls your group and some wacky dice rolls can throw you, it will be a story your players certainly remember!
TLDR: If you’re running 5E, you need to buy this book.
When I heard that the next book in the 5E lineup was Volo’s Guide to Monsters, I was a little disappointed. I’ve never been much of a Forgotten Realms fan, and Volo’s Guide sounded like it was going to be a fluff piece with articles similar to the old Dragon Magazine “Ecology” pieces. While that’s great for magazine content, I didn’t get too excited about the prospect of a $45 book with minimal new information.
Fortunately for me, Wizards really outdid themselves in packaging a variety of things in this book that make it a very valuable addition to my growing 5E collection.
Volo’s Guide starts with the following disclaimer in small, easily missed print, under the cover attribution:
Disclaimer: Wizards of the Coast does not vouch for, guarantee, or provide any promise regarding the validity of the information provided in this volume by Volothamp Geddarm. Do not trust Volo. Do not go on quests offered by Volo. Do not listen to Volo. Avoid being seen with him for risk of guilt by association. If Volo appears in your campaign, your DM is undoubtedly trying to kill your character in a manner that can be blamed on your own actions. The DM is probably trying to do that anyway, but with Volo’s appearance, you know for sure. We’re not convinced that Elminster’s commentary is all that trustworthy either, but he turned us into flumphs last time we mentioned him in one of these disclaimers.
I enjoy the fact that wizards is having fun with this volume, and it made me enjoy getting into the book a bit more than if I hadn’t noticed it. I also appreciate Wizards sold a special limited edition FLGS cover for only $5 more (pictured above) to help the local shops get a leg up.
The book is broken into three parts: Monster Lore, Character Races, and a Bestiary.
Monster Lore, the first 100 pages of the book, is what I had expected, but some crunch where I otherwise expected fluff for lifestyles of Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mindflayers, Orcs and Yuan-Ti.
Examples of neat details that might constitute crunch include beholder charts detailing size, shape, texture, and a great random name generator, with tactics, variant eyestalk abilities, minions, treasure and a lair map. History, mindset, and biological function is laid out in a depth previously unvisited in text as far as I’m aware, allowing the GM a deeper background on this favorite of monsters.
The Chapters going forth are what I’d call asymmetrical, being that they don’t follow a routine pattern. Chapters on Giants have more details about origins, their habitat and personality traits. Gnolls have details on tactics, random traits and features, and tables to help build a gnollish warband. Mind Flayers have some magic items listed that are specific to their culture. Yuan-ti have a variety of charts detailing their variable physiology.
Each race detailed has a map of their typical lair, which gives some great examples where the trappings of the race might be otherwise somewhat mysterious (Mind-Flayers in particular).
Overall, these chapters are well written and flesh out the background of these common and popular monsters. Is it essential? No. Is it helpful? Yes. My fear had been that for $45.00 I was going to get that, and that be it. Fortunately, it goes on.
Now we start to hit things I can work with, and things that people invariably try to do on their own with varying degrees of success. I happen to currently be playing a kobold priest of Kurtulmak in our Out of the Abyss game, and have been playing a kobold trapper race variant my GM got off the internet somewhere. I yearned for canon guidance on what a kobold PC should look like. Fortunately, Volo delivers.
Races detailed are Aasimar, Firbolgs, Goliaths, Kenku, Lizardfolk, Tabaxi, and Tritons with a separate section for “Monstrous Adventurers” giving blocks for the already detailed bugbear, goblin, hobgoblin, kobold, orc and yuan-ti pureblood.
I’ve always been a guy that likes the idea of playing the monster as a PC, and this opens doors for me.
This, by far, seals the deal for this book being a must-have for the dedicated 5E player. 100 pages of new and classic monsters that were conspicuously absent from the Monster Manual. A few personal favorites include:
- Flail Snail!
- Several new Variant classed giants, very cool
- Shadow mastiff
- Spawn of Kyuss (Greyhawk?)
- Xvarts (Eric Mona must have been involved in this)
- Yeth Hound
- Many more!
Also a number of “Beasts” (including a rot grub swarm) and 21 new stock NPCs which are sure to prove super useful on an ongoing basis (in particular, it appears a mage of each spell casting school, archers, archdruid, war priest and so on). Not mentioned in my list are also special “classed” versions of various orcs, yuan-ti, hobgoblins, and so on, as well as some subcategories of other races like beholders that will prove useful in putting on games that utilize those species. This is where the book proves out its crunchiness but give me stat blocks that I can use to have a more interesting game.
Wizards has done a good job of bringing a little more than just the basics to each book it has published. Each adventure module has had a few spells and a few more general stat blocks that make each book tempting to pick up. This book, as a sourcebook, doubles down on that principle making there elements that you just can’t afford to miss. This book has extended value for the GM of your group, but remains optional for the player short of playing a racial variant. That said, I think anyone who picks it up is going to find it’s a great addition to their collection.
All Praise Kurtulmak!
The recent release of Endless Vigil puts a focus on urban encounters and investigations for the sourcebook for Sentinels. There are some very compelling and some questionable bits to this book, but first let’s talk about the main additions for PCs. This book continues the now very familiar format for career sourcebooks. The first chapter is PC options, the second equipment/vehicles, and the third provides some GM guidance and encounters.
The races are all new to the Force and Destiny line, with the only FFG Star Wars repeat being the Gand, found in the Edge of the Empire core book. The new additions are the Muun (tall, skinny, banking-clan race), and the Pantoran (Blue-skinned race featured heavily in the Clone Wars animated series and the Jewel of Yavin adventure). The Gand is statistically identical to the Edge entry for them (as you would expect) but it does provide some insight on Gand culture and their curious relationship with the Force. The Muun start out with a 3 in both intellect and cunning, balanced by low starting XP and a 1 in both willpower and presence. They would make a very fun archetypal Sherlock investigator; calculating and analytical. The Pantorans make excellent leaders and negotiators, starting out with a 3 in presence and a free rank in negotiation or cool.
Adding to the Sentinel core specializations of Artisan, Shadow, and Shien Expert, Endless Vigil presents the Investigator, the Racer, and the Sentry. While Sentinels have always been the street-level Jedi compared to higher-profile careers like Guardian or Consular, adding these diverse specializations to this career allow you to create a well-rounded character. From the core book, Artisan focuses on using the force to manipulate mechanical objects. The Shadow focuses on stealth and subverting criminals by meeting them where they are. The Shien Expert allows a PC to focus on lightsaber combat utilizing their cunning and reflecting ranged attacks. The new specializations are just as diverse. The core skills for the Sentinel are Computers, Deception, Knowledge (Core Worlds), Perception, Skulduggery and Stealth.
The investigator adds Knowledge (Education), Knowledge (Underworld), another Perception and Streetwise. The talent tree includes several ranks of grit and toughened to beef up strain and wounds (likely handy for a mostly intellectual character) as well some interesting talents towards the bottom. There are a few instances of Street Smarts and Keen Eyed which remove setback dice to Streetwise and Underworld checks and Perception and Vigilance checks, respectively. The real signature talents arrive in about the 20 XP level for this spec. Clever Solution allows you to use Cunning rather than the typical characteristic linked to that skill. The onus is on the player to explain how Cunning applies to the situation they are trying to get out of. Sense the Scene allows investigators to identify the emotional characteristics of one person involved in a crime. This talent seems overly specific unless you were running a noir/private investigator campaign. I would probably allow this to be used any time the investigator tried to use perception to sense emotion in a social encounter. Valuable Facts (originally detailed in the talent tree for the Sage) is an excellent addition as it allows you to add a triumph to an ally’s skill check during an encounter. Elementary, my dear Watson.
The racer seems like an odd choice for the Sentinel career. It does open up many of the typical vehicular talents found in Edge and Age in such careers as Smuggler and Ace. This does fill a bit of a gap in the core Force and Destiny book as there is no other “wheelman” spec in this line. This career adds Cool, Coordination, and Piloting (Space and Planetary) to the core list of Sentinel skills. In addition to typical pilot talents like skilled jockey, full throttle and shortcut, racers also excel at foot races with the new talent Freerunning and Improved Freerunning. This allows racers to spend strain and move to any location in short or (with improved) medium range. May the Parkour be with you! On the bottom row of the tree, once per session Superhuman Reflexes allows a PC to cancel a despair result and add successes equal to ranks in Cool. Intuitive Evasion allows racers to commit a force die to upgrade incoming combat checks for one strain a round. This could be a fun choice if you had an all-Jedi table. If you mix the three (Edge, Age, and F+D) you’ll likely have better pilots if you are flying/traveling as a group.
The last new spec is the Sentry. This one adds some more lightsaber combat focus, as well as the only tree to feature a talent with inherent conflict. Specialization skills include Lightasber, Coordination, another Stealth and Vigilance. Unlike the Shien Expert which seems mostly defensive in nature, the Sentry has a few ranks of Reflect, but also includes an inexpensive path to Saber Throw and Improved Saber Throw. Beyond that, conflict-causing talent Fear the Shadows allows Sentries to make a hard deception check and cause a single minion group or rival to flee an encounter. This spec stacked with the Shadow spec from the core book would make one serious batman-like Jedi. As the saying goes, be yourself, unless you can be Batman. Then always be Batman.
The signature abilities are My City and Unmatched Vigilance. My City allows you to spend two destiny points, and make a hard core worlds or outer rim check. If successful for the remainder of the session you can spend two strain to recall or learn the location of any individual, group, or establishment within the city and any relevant information. Upgrades reduce the difficulty or change the skill to streetwise. Unmatched Vigilance allows you once per session to spend two destiny points to rearrange the initiative order for the first round of an encounter. PCs still make checks, and it returns to normal after the first round. Upgrades can increase the duration of the effect and allow PCs to choose Vigilance or Cool regardless of what would typically be appropriate. I’ve never gotten far enough in a characters development to utilize signature abilities, but compared to others in the soldier book for Age for instance, these seem somewhat underwhelming. Unmatched Vigilance when upgraded to three rounds would be a pretty big game-changer, but My City seems too specific to be useful unless you had an urban focus to the campaign.
The Force power introduced is Manipulate, which allows Jedi to affect machines, healing system strain and committing force dice to increase hull trauma thresholds. This again, seems a bit odd to me. The racer, this Force power and Pod Racing (we’ll get there) all seem shoe-horned into this book. Mechanically it is interesting, and works well with both the racer and artisan specs for the Sentinel, but it just doesn’t seem like a power that is in the typical spirit of other Force powers like sense, move, influence, etc. It’s fine, it just doesn’t seem to fit as well as other powers.
The gear section adds a few interesting guns including the NX-14 Needler which ignores setback dice from personal deflectors and is Pierce 3. Another eye-catching weapon is the lightwhip which is essentially a lightsaber whip with ensnaring abilities. They also include stats for a Crossguard lightsaber hilt (Kylo-style) as well as a Pistol hilt that allows stun bolts at short range just like Ezra’s saber in Rebels. There are a few droids stated out, including pit droids for podracing and two Nemesis level droids: once security and one infiltration. One particularly interesting piece of gear is the Merr-Sonn model 31 Palm Stunner. These look very similar to the devices installed in triple-zero in the outstanding Marvel Darth Vader comic. It can’t be used in combat, but instead depends on an opposed Skulduggery vs. Resilience check on an unaware target. If successful it deals 12 stun plus any uncancelled successes! That would drop all but the most hearty rivals and nemeses.
There are a few new star ships including the venerable Eta-class shuttle and the obvious A-wing precursor, the KSE RHO-1 Limulus-class courier. The vehicle section is dominated by the podracing section, and includes just about all the pods from episode one. My questions is: why? Why is podracing in the Jedi book about urban investigations. I get that it is part of Anakin’s origin story, but it feels very shoe-horned in to this otherwise cohesive book. The third section includes a pretty interesting adventure seed with some possible threats that centers around podracing, but not enough to justify the page count spent in the equipment section. Having run the race in Jewel of Yavin, it is a challenge to keep the rest of the party involved when the main action is a race happening far away from the majority of the party. It’s not impossible, it’s just not what I’m looking for in a Star Wars RPG. If you’ve been waiting for more stats on pods to run a race during your Star Wars game, this is the book for you.
The third chapter does have lots of great stuff focusing on urban environments. Included are tables for suggested dice results in the city. These can work as great prompts to get your players creative juices flowing, while providing the GM with some guidance as to what is reasonable for two advantage compared to two triumphs. It also includes suggestions for threats, failure and despair as well as possible urban challenges: complications with law enforcement, crowds, speeder traffic and vertical spaces. Each of those include smaller tables with similar suggestions on how to spend dice results. There is a great section on developing networks of contacts, and tables about gathering information and investigations. It wraps up with a section on lightsaber hilt crafting and includes templates for precision, defensive, double-bladed and pole light sabers.
Overall this is a pretty excellent edition to the Force and Destiny line, with lots of great material for GMs and players alike. With the odd exception of the off-theme podracing rules, a great buy for those interested in Jedi in the big city!