Archive for November, 2014

A new episode of my podcast, Gamer to Gamer, is available on The Tome Show’s website.

I sit down with Wade Rockett, freelance game designer, editor, and marketing guru who has worked on Dungeons and Dragons, Pathfinder, 13th Age, and more. He takes us through his early days of gaming, starting with first edition D&D and Teenagers from Outerspace, all the way through to his professional career, working with Kobold Press, Pelgrane Press, and Wizards of the Coast. This podcast was recorded on October 21, 2014.


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The Black March

Toon RPG


Warhammer Fantasy Roleplay

Deep Magic

Dracula Dossier

Ken and Robin Talk About Stuff

If you like what you’re reading please follow me on Twitter, check out my other podcast The Round Table, tell your friends, and/or leave me a comment and let me know you think. Thanks!


UPDATE: The partial backgrounds found in this article are a preview. They are fully available as a Pay What You Want product on the DMs Guild in a pretty PDF with art and 15 other ready to roll backgrounds.

I love it when a group ties together their own backgrounds without my prompting. Three years ago I started a fourth edition D&D Eberron game and the party decided they would all start as people working for the Church of the Silver Flame. This instantly gave me a focus for the campaign’s main arch (Bel Shalor attempting to recreate The Day of Mourning in Thrane in order to extinguish the Silver Flame and walk the world again) and tied together the party in a great way.

Now the only reason this group thought to come together under one banner at the start of the game was because they had played D&D for years and wanted to try something different. I know some other groups do this at the request of the DM, and the benefits for the folks running the game are clear. The characters begin with a familiarity with one another. I’ve already done one post on the benefits of tying backgrounds together, so I won’t repeat myself here. But what’s in it for the players?

Time to Tantalize

Experienced players, like the ones in my Eberron game above, know there are great story benefits from beginning with a background tied to another PC. To new players though, this might seem like an unnecessary complication – just one more thing to remember and keep track of. Since fifth edition Dungeons and Dragons is all about pleasing old players and bringing in the new, I thought I’d try my hand at creating group backgrounds for the game. These are meant to supplement individual backgrounds and inspire players new and old to tie their PCs together.

Take a look at this excerpt from the Exploration Age Campaign Guide. Let me know what other backgrounds and benefits you’d like to see in the comments! Also, let me know if you think this is a good idea.

Group Backgrounds

Group backgrounds are an optional feature which can apply to your entire party at your DM’s discretion. If your DM allows you to choose a group background, decide which background you want with the rest of the players at the table. Your group’s background should be a choice you all make together as it applies to all the characters within your adventuring party.

Group backgrounds give you a background feature which the DM can deem is either in addition to or in place of your current background feature.

Military Unit

Your party is made up of characters who were all part of the same government military unit or mercenary army. Your camaraderie was built during training and your trust in one another was forged on the battlefield. Think about the kind of military you were in, why your unit left, and the battles you fought together. Are you the last surviving members of your unit? Are there others who were in your unit out there? Did you go rogue? These decisions are up to you and your party.

Religious Order

Your party is made up of characters who are all part of the same religious order be it a monastery, cult, or temple. You share devout beliefs in the same gods, studied religion together, and are friends who share common morality. Together you walk the world, doing deeds in the name of your religion. Think about why your group has chosen to adventure and how you might differ in the interpretation of your gods’ wills.

Secret Society

Your party is made up of characters who work for an organization with inner-workings which remain a secret to the public. Your society might be spies for a government, a cabal of assassins, a band of hidden protectors of nature, a team of vigilantes, a group trying to divine the secrets of the world, an organization bent on world domination, or something else. Whatever the case, you have a secret mission to carry out. This secret bonds you and your party together in trust.


Your party is made up of characters who are all part of the same family. Not everyone needs to be blood-related. Some might be related through marriage or adopted. Others might be servants or friends so close they might as well be family. Whatever the relation, you have spent a significant portion of your lives together and that time has created a familial bond. Remember that families have their own problems and rivalries and you shoul work those relationships out with your party.

More for Your Game

So these group backgrounds are going into the Free Game Resources section of this site, as well as the individual backgrounds I’ve created for Doctor, Tinkerer, Farmer, Harvester, and Demolitions Expert. All are available as free PDFs for your convenience! Keep on rocking.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends, share this blog post, and/or leave me a comment and let me know you think. Thanks!

Playing a tabletop role-playing game is hard. I’m not (just) talking about the prep work and the reading/remembering of rules. I’m talking about getting everyone together in one place for a few hours to play a game on a regular basis. Apparently as you get older this becomes even more difficult because of growing responsibilities with work and family. (Note to self – idea for the future… D&D retirement community.) There are sometime periods of a month or more where one of my groups doesn’t meet. Then when we do finally get back together, everyone’s memory of the campaign’s story is vague, people don’t know what level they are, etc.

On top of all this I have to say D&D once a week isn’t really enough for me. That’s why I started this blog and host two podcasts. I love TRPGs and I want more!

What’s a DM to do when he needs his D&D fix and there are no players around? The answer is simple. Thank you Internet!

Electronic Mail

Great movie or greatest movie?

As characters develop their own stories, they want to accomplish goals outside the main campaign. Maybe they want to build a castle, start a church, takeover the thieves guild, sew discord within the city council, have a family, look into the disappearance of their mentor, etc. These sorts of things are wonderful to handle via email because they are perfect for the medium and don’t slow down play for everyone else at the table. Building a castle doesn’t require a lot of skill checks in most games, just a lot of communication between your players and you.

I also send my players emails when I want them to know a secret which pertains to the game’s story. Maybe a prophetic dream reveals the location of a much needed artifact or a PC learns his or her father is the story’s villain via a magic spell. These revelations are perfectly handled over email. Not only can the player elect to keep any information secret, the other players have no idea any information was exchanged like they might when you pass a player a note at the table or take him or her aside to whisper secrets.

Email is also great for when a player misses a session. I often write a quick summary of what happened to a PC and turn the obstacle of that player not being there into an opportunity. If we both have time, I give them decision points within that solo story and exchange emails back and forth. If not, I send them a description of what I believed happened while they were gone and then ask them if they’d like to change anything.

Emails can be as long or as short as you like. If you’re a busy person, you may not have time to write a flowery email about castle construction. It’s great if you do, but remember your player may not have the time to read a long email. Think about the person to whom you’re writing. What kinds of emails do they send you? That’s a good barometer for target length.

For short emails, bullet points are your friend. A bullet pointed email about a quest someone missed might look like this.


I know you missed tonight’s game because you had to work. Since we spent the session in town and I know you’ve been trying to join the local thieves guild, I had your character, Basil Bottom, seek out the guild master and ask for admission. Here’s how it went down in my mind.

  • Basil Bottom got in touch with her criminal contacts and requested a meeting
  • She met with the guild master, who agree to let her into the guild, provided she knock off three shops in town that very night.
  • Basil Bottom robbed three shops (let me know which three) and gave her earnings to the guild master. She is now in the guild.
  • The authorities are searching for the thief who broke into three different shops and word is they have some leads…

Let me know if you’re cool with that and which shops you want to break into.

Your favorite DM,

Boom. That’s how it’s done! If you go this route let your players know they can email each other to talk about something in character amongst themselves and CC you. You’ll be surprised what sort of cool stuff comes into your inbox throughout the day.

Play by Post

There are a bunch of great internet forums out there where you can play D&D one post at a time. Two such sites you might want to check out are OngoingWorlds and RPol. There you can find people playing entire campaigns one post at a time. Some have been going on for years! Most of these places host all systems, not just one, so whatever your game of choice, you can find a play by post group.

Those forums need not only be a place for full campaigns to be played out. Why not use them from for the time between your sessions? Email is great for one on one DM to player interfacing, but if the whole group wants plan their next move, share some stories in character, or build a base of operations, a reply all email chain can become unwieldy and difficult to keep track of. If you love play by post, forums allow for those one on one interactions you might have through email as well. That way you can keep everything in one place. A lot of these forums are designed with playing RPGs in mind, so you can roll dice and the like within the forums, which is something you can’t really do with most email clients.

If players consistently interact with each other on a forum there may not even be that much work for you. The disadvantage is that it’s not as easy as email (though it’s pretty dang close). The extra step of going to a forum and signing up might be too much work for some players. Play by post works best if all your players are on board, so check with them before you make it a piece of your campaign.

Wiki and Blog

Sites like Obsidian Portal are awesome places for you and your players to keep track of the campaign. While you can’t necessarily play your game on those sites, your players can keep public journals, create a wiki, and help track everything in the campaign. You can get your fix by doing some of the work yourself and reading what others have written. Not only is the tool great for storytelling and worldbuilding, but it’s a super helpful organizational tool that allows your players to do some of the DM work.

I love wikis and blogs, but the big drawback, even bigger than with play by post forums, is that your players need to read and write to really make things worthwhile. It can take a lot of time to upkeep something cool on Obsidian Portal, so again check with your players before you embark on maintaining an entire website for your campaign.

A Second (or Third or Fourth) Group

Of course you can always get your fix outside of your game by playing with another group. If you don’t have the time to manage two campaigns, become a player! Or run a published adventure you’ve always been curious about! If you’re looking for another group, head to your local friendly game store and ask around, or show up on a night they are having organized play, like D&D Encounters, and DM or play at a table. If you don’t have a local friendly game store near you, or everyone in it is a jerk, check out and join or start a meetup group for your favorite TRPG. If none of that works for you, check out the posts in Google+ in various RPG communities or the Looking for Group section of If you want something more casual, join a play by post group above! They’re always looking for players.

You’ve got options to get that fix. Go out there and take it!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends, share this blog post, and/or leave me a comment and let me know you think. Thanks!

I sit down with Mike Shea, Joe Lastowski, Christopher Dudley, and Topher Kohan to talk about their recent experience with high-level combat in the new edition of D&D. We got together, created level 20 characters, and fought the Tarrasque, a death tyrant beholder, and a dracolich! They talk about the experience and breakdown the pros and cons of high-level combat in the latest edition of D&D. This podcast was recorded on November 2, 2014.

The Tarrasque Takedown:


If you like what you’re reading please follow me on Twitter, check out my other podcast Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!

On Sunday, October 19, 2014, a few Round Tablers got together for the second time to find out just what high level play was like in the new fifth edition of Dungeons and Dragons. So Mike Shea crafted a grueling combat experience for Chris DudleyJoe LastwoskiTopher Kohan, and me got together to throw down with some D&D’s most iconic baddies – from beholders to dracoliches. If you missed Part I, check it out in the links below!


If you like what you’re reading please follow me on Twitter, check out my other podcast The Round Table, tell your friends, and/or leave me a comment and let me know you think. Thanks!

We need to talk. I really like fifth edition Dungeons and Dragons. And it’s not just like, it’s like like. Loving a game doesn’t mean there aren’t details I’d like to see changed about it. Today, my friends, we need to talk about the druid.

Every Animal Ever

At second level in D&D’s latest edition druids get what has become their signature ability in D&D, known as Wild Shape. Many who read this blog already know the details, but for those who don’t here’s a quick overview of how the ability works in fifth edition D&D.

Wild Shape is an awesome ability both flavor-wise and mechanically. It allows a character with levels in the druid class to become an animal. The forms are limited at first, a fish, a wolf, etc. As the druid grows in power, the number of different animal forms one can adopt increases. Certain druids can become mammoths, elementals, and giant scorpions among other beasts. That archetype of druid is called the Circle of the Moon. There is another archetype option for druids who want to be able to cast even more spells than their already on-par with base bards, clerics, sorcerer, and wizard spell progression allows. That is the Circle of the Land. I know no one who is playing a Circle of the Land druid (and I know a lot of D&D players).

Why is that? Well, it’s not that the Circle of the Land benefits are bad, they’re actually pretty dope. It’s that the Circle of the Moon benefits are amazingly over-powered and create the greatest tank in the game of D&D. The greatest tank with the spell progression of a wizard. Awesome. This all has to do with Wild Shape.

You see when a character uses Wild Shape, he or she basically adopts all the statistics and benefits of the animal into which the druid changes. This seemed like a simple idea which made a ton of sense. It’s very easy for a druid to change into a beast form. The player just needs to see the stat block of the animal and away we go. When the animal form drops to 0 HP, the druid changes back into his or her normal self, basically unscathed. The druid can stay in animal form for an hour or longer, without any concentration check required, so it can carry over a form between battles. It turns out that this allows the druid to soak up tons of damage. A Circle of the Moon druid can become a bear at second level twice before needing to recharge the ability with a mere short rest. That’s right, a second level Circle of the Moon druid can have all the awesome abilities of being a bear and soak up a bunch of damage two times before having to rest. All that and two attacks to boot!

Screen Shot 2014-11-05 at 10.14.22 AM

Wow. Look at that HP and those attacks.

If you have been following The Tarrasque Takedown, a stress test of fifth edition high level combat, you know the power of a Circle of the Moon druid. Joe Lastowski’s level 20 character had no limit to the number of times a day he could wild shape, and therefore an unlimited pool of hit points. Even in the stomach of the Tarrasque, Malachi Moonriver had no fear of dying. Granted, most druids being played aren’t level 20 and a lot of folks don’t play the final level of their character class that long, but look at the stat block above. You’ll see how powerful a second level a druid can be.

Granted a lot of animals also have a low AC and lots of hit points to make up it. I don’t want to be unfair to players who want to be a shape-shifting Circle of the Moon druid. It’s a cool concept, and becoming a bear isn’t something I want to stop, I just think we need to rework the way it’s being done so the druid doesn’t outshine every other class in D&D. You can hear us discuss some of these ideas on the Round Table Tarrasque Takedown Wrap-Up podcast, which drops on Monday.

Also, I want to let you know that Joe Lastowski and Mike Shea will both most-likely be writing about this problem sometime in the future. I have no doubt that eventually you will read Joe’s thoughts at his awesome site, Acts of Geek, and Mike’s thoughts on Sly Flourish, my favorite DM advice site ever. Both are smarter than I and came up with a lot of the thoughts below, so definitely keep checking their sites!

Rule Variants, I Choose You!

Thanks to the Tarrasque Takedown, Joe Lastowski, Mike Shea, Topher Kohan, Chris Dudley, and I have come up with a few different ideas about different ways to fix (or nerf if you prefer) Wild Shape. Take a look and then vote in the poll below to let us know your favorites (or if you hate them all). We want to hear what you think!

Wild Shape Variant Rule: Carry Over

Your Wild Shape ability works as normal, except in regard to AC and hit points. You always keep the AC of your normal form. In addition, any damage you takes in a beast form carries over to any new forms you assume and vice versa. So if you take 30 damage as a beast and then revert to your normal form, you have 30 less hit points than before you changed into your beast form. If this damage drops you to less than 0 hit points once Wild Shape ends, you are unconscious and dying or die as applicable.

Wild Shape Variant Rule: Retain AC and HP

Your Wild Shape ability works as normal, except in regard to AC and hit points. You always keep the AC and hit points of your normal form. If you drop to 0 hit points in a beast form, Wild Shape ends and you are unconscious and dying or die as applicable.

Wild Shape Variant Rule: Concentration

Wild Shape works as if you cast a spell which requires concentration. If you lose concentration while in a beast form, you revert back to your normal form and that use of Wild Shape has been expended.

Wild Shape Variant Rule: Healing Shape 1

Your Wild Shape ability works as normal, except in regard to hit points. Any damage you take in a beast form carries over to any new form you assume and vice versa. If this damage drops you to less than 0 hit points once Wild Shape ends you are unconscious and dying or die as applicable. Each time you change forms, you heal a number of hit points equal to the Constitution modifier of the form into which you are changing multiplied by half your druid level.

Wild Shape Variant Rule: Healing Shape 2

Your Wild Shape ability works as normal, except in regard to hit points. Any damage you take in a beast form carries over to any new form you assume and vice versa. If this damage drops you to less than 0 hit points once Wild Shape ends, you are unconscious and dying or die as applicable. Each time you change forms, you heal a number of hit points equal to your druid level.

Wild Shape Variant Rule: Temporary HP

Your Wild Shape ability works as normal, except in regards to hit points. Any damage you take in a beast form carries over to any new form you assume and vice versa. If this damage drops you to less than 0 hit points once Wild Shape ends, you are unconscious and dying or die as applicable. Each time you change forms, you gain a number of temporary hit points equal to the Constitution modifier of the form into which you are changing multiplied by half your druid level.

Wild Shape Variant Rule: Half and Half

When you take damage in a beast form, half of the damage taken applies to your beast form’s hit points, and half the damage taken applies to your normal form. Healing applies in the same way as damage. If your normal form drops to 0 hit points, Wild Shape ends and you are unconscious and dying or dead as applicable.

Wild Shape Variant: Bloodied

If you have half or less hit points remaining than the hit point maximum of your current form and use Wild Shape to assume a beast form or end it to assume your normal form, that new form only has half of its hit points.

Wild Shape Variant Rule: Mind of the Beast

Whenever your Wild Shape ability ends, you must make a Wisdom saving throw (DC = 8 + the beast form’s challenge rating). If you fail this saving throw, the DM takes control of your character as its mind is overtaken by the beast into which it has transformed. Your stay in this Wild Shape form with the mind of the beast until lesser restoration or a similar spell is cast upon you. If you die, your body reverts to its normal form.

Conclusion and Survey

So what do you think of these? Which is your favorite? Do we even need a Wild Shape variant rule?  Do you have your own method you like better? Let me know your thoughts!
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends, share this blog post, and/or leave me a comment and let me know you think. Thanks!

I’m a busy dude. I’ve got this blog, two podcasts, a job, a girlfriend, and awesome people in my life. All of these deserve my attention on a regular basis. Not to mention all the normal life stuff we do each day like commuting, cooking, cleaning, exercising, laundry, and more.  Some of you might have all those commitments, plus a few more like, oh I don’t know… pets or kids. So what are we to do when we also have D&D games to run?

Prep Time

Now, my life isn’t always so crazy. I often have at least some time to prepare for my D&D games, though almost always less than I would like. So how do I go about preparing for an adventure? I always start with an outline. It’s very bare bones to start but I try to at least put the following in there.

  1. A very basic idea of what might happen during the session. Sometimes this is no more than a paragraph or a few bullet points.
  2. A basic description of expected combat encounters, including number and names of creatures to be used. Descriptions start as simple as “5 orcs, 2 shamans, and a pit trap.”
  3. Names of NPCs the players will come across, their motive, and a quick distinguishing characteristic such as a club foot or funny accent to help make them memorable. This could be something like, “Famnoodle Breswick, gnome bard of Dark Whispers, wants to kill Bragonian nobles who are also slavers, has hook instead of left hand.”
  4. I jot down twists and turns I could throw into the session to make things interesting in the main storyline as it comes to me (to make this easier, use Google Drive so you can ideas on the fly). These things might include, but are not limited to, a villain having a hidden weakness or strength, a helpful NPC showing up, revealing an NPC as a double-crosser, other threats coming into play the party may not be aware of, and pieces of a character’s background coming into play. These are good for me to have in the case of the unexpected, I can whip out a PC’s long lost brother returning after decades if the players are having trouble figuring out what to do or if a story feels boring or uninteresting. It helps keep the players on their toes. Remember that not every twist needs to be a Red Wedding.

After that I go back and flesh out my outline depending on how much prep time I have. I usually start by fleshing out encounters and dungeons fully, then bullet points for any social interactions and exploration, followed by descriptive read aloud text (in the rare event that I have time for it). Of course I don’t want to over prepare.

Be An Idea Pack Rat

If I do over prepare, I find I try and steer my players too hard in the direction I prepared for, mostly because I don’t want my work to go to waste. Remember, D&D is a collaborative story, and it’s best when you let everyone have a say. If players want to go off the rails let them. Not over preparing will help with that, but when you have a cool idea you’re excited about and the time to do so, you can’t help but flesh it out. Also, sometimes you don’t over prepare, but players go to the unexpected place or so far off the rails, anything you did prepare still feels like it was for naught. Fear not! If players miss something you spent time on, save it for later. After all, when players go off the rails, its often because they’re doing something fun and unexpected, and that’s the kind of play we all want to embrace. Heck, I’d venture to say that for many people, it’s the reason they play tabletop RPGs.

While I certainly don’t think railroading adventurers is a good idea, I do think holding on to something your players missed is. Say they decided to wait outside the red dragon’s lair and fight her in the open rather than delve into her volcanic lair. Don’t throw out that graph paper or start talking to your adventurers about the cool monsters they could have fought and treasure they might have if they had “done what they were supposed to.” Save that dungeon, its secrets, and bust it out when your players take on a fire giant or clan of devils. So when you do prep something, hold onto it. It will help you in the future when you have less time to prep, and need to rely on improv.

Improv Resources

All right. Let’s get down to it. Sometimes you don’t have any time at all to prepare or sometimes players decide to zig when you were sure they’d zag. Have no fear! Improv is useful in all D&D sessions (you can’t possibly plan everything) and the more freedom you allow yourself, the more you will be comfortable giving your players.

Many of you have heard this, but the first thing to remember is saying, “Yes, and…” when a player asks if he or she can do something. Everything from, “Can we ignore the noble’s pleas to save his daughter from the vampire lord, and hunt some dragons instead?” You might say, “Yes, and you’ve heard there’s a competing band of dragon hunters in the area, who would probably have information on the closest dragon’s whereabouts.” Boom! Look at the layers of adventure you’ve just added by saying, “Yes, and…” You can always caution adventurers that if they ignore the noble his daughter might die and there could be worse consequences, but they may still choose to ignore that. Don’t worry about it. Write it down and have those consequences come back to bite them at a later date! Saying, “Yes, and…” is difficult at first, but trust me, the more you do it, the easier it becomes and the better your game will be for it.

So what else do I use to help me out in improv situations when I have no time to prepare. Check out the list of resources I use below! There’s already a lot of great fan-created resources and more out there for fifth edition D&D and having a computer or tablet will definitely make your improv life easier.

Google Drive

If you’ve been following this blog it should come as no surprise that I love Google Drive. There are two documents I use, in addition to the outline above, which help immensely when I have to improv my way through part or the entirety of a session.

  • Hooks Document This document contains all the hanging plot threads of my game. I organize them into categories, I have one for each PC, which includes threads given to me in their character’s background (my father went missing when I was a child…) and things which pop up along the way (remember last week when I snuck off on my own and robbed a dragon…). Then I have two more categories. One is for threads hanging from the game’s main story (The Brotherhood of the Moon is trying to kill all shifters) and the other is for side quests (we agreed to help the local law enforcement take out a den of orange spice dealers). If I have nothing prepared I look at the document. I might say to myself, “Oh yeah, our warforged barbarian Grolox has slavers hunting for him. Let’s have them show up at the inn.” That’s a great jumping off point for me.
  • Wiki and Recap Document I share this document with my players. One or more of them acts as a scribe for the party, listing all the characters, places, and organizations they come across and detailing the events of each session. If I don’t have anything to pull from the Hooks Document above, I’ll take a quick gander here and ask myself some fast questions. What if a defeated foe had a lover out for vengeance, or returned from the grave as an undead? Who is the real power behind The Servants? What if some new evil moved into the aberrant ruins right outside of the city where the adventurers are staying?
Official Wizards of the Coast D&D PDFs

The Players Handbook, Monster Manual, and Dungeon Master’s Guide are great, but when I’m improving I don’t want to spend a bunch of time flipping through books looking for the right rule, magic item, or monster. That’s why I rely on the PDFs below. Searchability is huge when you’re flying by the seat of your pants. Using the documents below, I can search for the exact heading I want, or for a specific phrase like “Challenge 10.” The best part is these PDFs are free so go get them!

Fan-Created Content

We’re only a few months into the release of fifth edition Dungeons and Dragons and there’s already a lot of fan created content out there. Here are a few things I like to keep open on the old laptop when I’m playing in case of improvisation. In fact I use these even when I’m in the planning stages for a session, because it makes life so much easier.

  • Encounter Builder – The rules for building encounters are difficult. If you’ve tried it, you know. Luckily Kobold Fight Club has made it super, duper easy with this encounter builder which also generates random encounters, tracks encounters, saves encounters, and allows you to manage encounters. It’s pretty awesome. Check it out!
  • Monsters By Challenge Rating – This isn’t one I actually have on my laptop, but I do have it taped to the back, inside cover of my Monster Manual. You can thank Mike Shea of Critical Hits for this perfectly sized monster by challenge rating index, which was missing from the book itself.
  • Monster Sorter – Of course, Ari Marmell’s monster sorter doesn’t fit into the back of your Monster Manual, but it does have the ability to be sorted in various categories including challenge rating, name, type, and more. This is a must have!
  • Spell Sorter – Similarly, Ari Marmell has come to the rescue again. Do you wish there was a list organizing spells by school of magic? Overall level? Class? Have no fear, Ari is here!
  • Merric’s Musings’ List of 5E Adventures – Tons of adventures for all levels, many free.
  • Free Game Resources on World Builder Blog – Magic itemsmonstersD&D fifth edition rules modulesbackgroundsspellsadventures, and more created by yours truly.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends, share this blog post, and/or leave me a comment and let me know you think. Thanks!

I sit down with Alex Basso, Rudy Basso, Allison Rossi, and John Fischer to talk about the parting of ways between Trapdoor Technologies and Wizards of the Coast and what it could mean for the future of the DungeonScape app and digital tools for fifth edition D&D. Then, we talk Hand and Eye of Vecna, the Orb of Dragonkind, and more in the Dungeon Master’s Guide Extra Life previews. After all that goodness, it’s an interview with Kobold PressWolfgang Baur about the brand-spanking new Kobold Guide to Combat. This podcast was recorded on October 25, 28, and 29, 2014.


If you like what you’re reading please follow me on Twitter, check out my other podcast Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!