Ring Side Report- RPG Review of Finders Keepers

Product– Finders Keepers

System-Dungeons and Dragons 5th Ed.

Producer– Janek Sielicki

Price– $3.95 here http://www.dmsguild.com/product/215482/Finders-Keepers  

TL; DR-The Great and the Mixed of the DMs Guild 93%

215482

Basics-Need a 20th level adventure in a hurry?  Here you go!  Finders Keepers is a 20th level adventure set in the Forgotten Realms, but easily ported to any place.  Players start in town, but soon enough a rampaging dragon attacks the land.  Players then have to save the town, and perusing the dragons leads down a rabbit hole of dead gods, hidden powers, and words that can literally destroy the world!

 

Mechanics or Crunch-This book is fine, completely fine, but that’s the one problem with the book the author can’t fix.  The monsters are all directly from the Monster Manual, the items from the DMG, and traps come from there as well.  That all works well, but if things are just exactly what you’ve seen before, it’s a tad bland.  But, the way the DMs Guild and the AL runs, writers can’t change that fact.  That little bit hurts the book a bit, but honestly as constrained by the rules as this book is, the mechanics work.  What’s here is good and runs well, but I would like the author to do a bit more, even though I know he can’t.  4.25/5

 

Theme or Fluff– This is an awesome story!  We get dead gods, demons, devils, entering alternative worlds, and a goal off saving everything.  The author can’t write new mechanics, but he CAN write a crazy new story!  I love what’s here!  It might not be completely the most original as I’ve seen tiny bits of other things, but I’m happy to see all the pieces come back together in a great new way.  4.75/5

Execution–  Hay, this book made me change my opinion of how books are put together.  This is one guy at a computer putting out fantastic materials.  There is art to break up text, there is the standard template to break up text, and there is formatting that works welo.  What I have here that puts it over the top is hyperlinking to pages, maps that the GM can copy/past into any software, and a new art that is made just for this material and handouts.  This caught me off guard.  WHY ARE OTHER BOOKS NOT DOING THIS?  This is a less than 100 page adventure, and honestly, it doesn’t need hyperlinking, but the addition makes my life a little bit easier.  Also, not many groups make it to 20, so this book comes with pre-generated characters with and without items to make the plug and play that much easier for any group.  More books need to do that, and adding this and other little parts makes me honestly love what’s here.  5/5

Summary– This is a fantastic adventure constrained slightly by the DMs Guild.  The book itself is put together amazingly well!  As I read more and more books on my tablets and phones, simple things like hyperlinking make my life that much more simple!  The store is great.  It’s got a few elements that you may have seen before but it’s not a ripoff of any story, and it’s told well.  The mechanics are the low point, but that’s a bit harsh.  It’s far from bad in any way, but it’s limiting for the author as you can’t build new material as often.  Overall, I found this to be a solid adventure that you can plug and play into any FR game with ease that is well put together. 93%

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Daily Punch 12-4-17 Caustic Bomb spell for DnD 5e

Let’s keep the 7th level DnD spells rolling with a Wizard spell!

Caustic Bomb

7th-level conjuration

Casting Time 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous

With a deafening plop a ball of acid explods in range coating everything in 30 feet in acid. All envviroments are covered dealing 12d6 acid damage to the ground,wallss,andd unattended objects. Creatures may attempt a Dexterity saving throw for half damage and to not be covered. If a creature is covered in acid, it will take additional damage at the start of each of it turns. Each turns after being covered, it takes damage equal to half the damage it took from the spell last turn. Each time it takes damage it may attempt another Dexterity saving throw to end the effect after taking damage. this effect continues until the amount of damage equals zero. In addition, an affected creature may scrap the acid of as an action to end the effect.

Thoughts?

Daily Punch 11-29-17 Command from on High spell for DnD 5e

I need a few level 7 spells, so let’s make a few!  Here is one for a cleric.

 

Command from on High

7th-level enchantment

Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

You open your mouth, but instead of your voice, the raw power of your god pours forth causing all creatures within 30 feet of you to heed you words as orders from the gods themselves.  Each creature that can hear you within range is effected  based on its current hit points:

  • 50 hit points or fewer: if a creature fails a Wisdom saving throw, it is charmed for one minute, until it succeeds at a Wisdom saving throw at the end of its turn, or until it takes damage
  • 30 hit points or fewer: if a creature fails a Wisdom saving throw, it is charmed for one minute or until it takes damage
  • 10 hit points or fewer: The creature follows your commands as if affected by dominate monster for one minute.

Daily Punch 11-27-17 Strength of the Mountain feat for DnD 5e

Reading the latest DnD book, I see racial feats are back.  Let’s make a few.  Here’s one for dwarves.

 

Strength of the Mountain

You are the mountain.  You do not move unless you say to, and you break any who come at you.

Prerequisite(s): Dwarf

Gain the following benefits:

  • Your Strength score increase by 1 to a maximum of 20.
  • You have advantage on any save or check to stay standing or to keep your balance.
  • You gain advantage on checks and save to escape a grapple
  • Foes have disadvantage on any save or check against any melee effect or ability you perform that would knock them prone.

 

Thoughts?

Daily Punch 10-31-17 Deep Stab Fighter Maneuver for DnD 5e

How about another idea that come up over the weekend.  LET’S STAB PEOPLE!

 

Deep Stab. As an action you can expend one superiority die to deeply stab your weapon into the target of a melee attack.  If the attack is successful, you drive the weapon deep into the target.  You are considered .  As an action the target or a friendly target can attempt a Strength check (DC equal to your save DC) to remove the weapon.  At the end of each round that a target has a weapon stuck inside of it, the target takes damage equal to your superiority die.  The target is considered to have armor of the same material as your weapon for all effects a spells.

 

 

Thoughts?