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Sunday, March 15, 2026

V20 Beckett's Jyhad Diary

Title: V20 Beckett's Jyhad Diary



Price: $24.99 (PDF), $62.99 (Standard Hardcover)

Publisher/Year: Onyx Path Publishing, 2018

Author(s): Alan Alexander, Matthew Dawkins, Steffie de Vaan, Joshua Doetsch, Renee Knipe, Neall Raemonn Price, Myranda Sarro, Malcolm Sheppard, Monica Valentinelli

DriveThruRPG Link


Rating: 3.5/5


I have long expressed my love for the backstory/metaplot side of Vampire: the Masquerade, such as how the Book of Nod and Revelations of the Dark Mother are two of my favorite Vampire: the Masquerade books and The Fragile Path and The Erciyes Fragments are two of my favorite books from the rest of the World of Darkness. So you can imagine I was more than a little excited when I got around to reading the super-fancy deluxe version of Beckett’s World Tour and Metaplot Update Jyhad Diary, which has more pages (~550) of world-building than all four of those put together.


Unsurprisingly, Beckett’s Jyhad Diary is primarily told from Beckett’s perspective, as the Gangrel hops from country to country, first chasing down the Book of the Grave-War and then generally getting sucked into trouble (and, wow, does Beckett get in a lot of trouble … seriously, if he ever invites your character along, running in the other direction is almost certainly the safe thing to do). Other vampires who appear with some frequency (either directly appearing or making notes on Beckett’s writings) include old favorites Vykos (with the appreciated “they” replacing “it” as a pronoun), Lucita, Anatole, Jan Pieterzoon, Aisling Sturbridge, and Hesha Ruhadze.


Each chapter in the diary presents a variety of in-character snippets. The most common content is transcripts of Beckett’s audio recordings of his conversations, followed by more literal diary entries, and printed out emails and chat room logs (the book makes a long-running jest out of Beckett’s lack of understanding of electronic communications). This content includes a decent amount of ‘hand-written’ script material, but not as much as there might have been, because so much of the material is transcripts or emails. Out of that, there were only a couple of places that I had difficulty figuring out the contents of the script – for almost all of it the text was still sufficiently clear, had enough contrast, etc. so that I could read without problem (alas, these eyes are not always the best, and sometimes I have trouble when there’s something like overly-flowery black script on a grey background, as some of the White Wolf books have done over the years).


This is followed by a (much) briefer out-of-character presentation that presents a bit of a god’s-eye view on the situation, along with some suggested ways that a coterie could get involved. There’s also some alternative twists on the metaplot. The former mostly have a “this is stuff that actually happens” vibe, while the latter explicitly are not things that actually happen.


I’m not even going to try to summarize all of the updates (read the book!), but the various locations/plot elements visited include:

  • Carna’s Rebellion/Milwaukee;
  • Chicago/Helena/Menele/Xavier;
  • Washington, D.C./the departure of Vykos and return of Marcus Vitel as an independent;
  • The American South/Camarilla reconquest (and maybe losing New Orleans)/Banu Haqim start to join;
  • London/Mithras-Coven;
  • Jordan/France/The rise of Ur-Shulgi/fragmentation of the Banu Haqim;
  • California/crumbling of the Anarch Free States;
  • Thin Bloods (including V20 character creation rules, the only ‘crunch’ in the Diary);
  • Mexico City/civil war and the general fracturing of the Sabbat/Blood Brothers;
  • Montreal;
  • Haiti/Egypt/Michigan/Followers of Set/Serpents of the Light/Clan of Death (Samedi, Cappadocians);
  • Libertatia (note: not a real place)/East Africa;
  • South Africa/Laibon (note: no real rules for playing Laibon, as the V20 Dark Ages-based suggestions don’t line up with Kindred of the Ebony Kingdoms);
  • Transylvania/Dracula/Kapula;
  • Russia/Death of Baba Yaga;
  • Hong Kong/The Usual Tremere/Saulot Craziness/weakening of the Tremere;
  • Carthage Must Be Destroyed/Tunisia/True Brujah/Brujah/Baali;
  • Macau/India/Eye of Hazimel/Actual Hazimel/wow there are still a lot of Ravnos left;
  • Switzerland/Romania/Italy/Giovanni Chronicles V (just pretend IV didn’t happen)/spirits of the Conspiracy of Isaac/Endless Night;
  • Romania/Salubri/Golconda/Inconnu;
  • New York City/Tzimisce (the Antediluvian, not the Clan)/Well of Souls;
  • Jerusalem/Malkav;
  • Germany/”The False Caine”/Dylan Bruce/Red Listers;
  • Cayman Islands/Constantinople/The Dream;
  • Italy/Egypt/Clan of Death (Giovanni/Cappadocians/Samedi/Harbingers of Skulls/Impundulu)/some Followers of Set to join the Camarilla (and we all know how well that will go);
  • A Brief History of Beckett/A really, really awkward part where Beckett analyzes vampiric stages of life in terms of Freudian psychosexual development;
  • South America/Rasputin/Drowned Legacies (like the Laibon, even more vampires who may or may not be related to the thirteen clans/Caine; note that there are no rules for them);
  • Libya/France/Egypt/Italy/all of the bloodlines all at once at a big party/Keminitriri/Castle d’Ombro/Red List/True Black Hand.

In addition to the individual stops, there is a running them throughout the Jyhad Diary about Gehenna being cyclical – there isn’t one Gehenna, there are many, time after time. The overall quality was top-notch, with a decent narrative and good dialogue running through most of the book, but some of my favorite stops were the intertwining content about all of the aspects of the Clan of Death, Dracula, learning more about Carna, the revisiting of Chicago (even if not a lot has changed), the first trip to Mexico City and the crumbling of the Sabbat, and anything that touched on Tremere/Saulot/the Salubri (disclaimer: I pretty much always love anything about that stuff).


As you can tell from my commentary in the list, I thought that the weakest part of the Jyhad Diary (by far) was “A Brief History of Beckett.” It’s … not good. It’s mostly gibberish, in the way that one might expect when trying to apply a nonsensical real-world psychological theory to a bunch of fictional monsters. It also doesn’t seem to really contribute to the book – there isn’t really any history of Beckett, and the smidge about his childe Marie could have appeared in the prior chapter where she appeared. The other weak chapter was the immediately-following one on Rasputin and the Drowned Legacies … possibly because Rasputin isn’t interesting and I have zero need to introduce new, mysterious ‘they’ve been there all along but you just didn’t know it’ kinds of vampire for every continent. It almost felt like the main part of the book wrapped up, and then they added a few more chapters on.


Note that, while there is a table of contents, it isn’t always terribly helpful, because titles like “The Spark of Civil War” or “Azhi Dahaka” may not be useful unless you’ve already read the book and/or have really good recall of the existing metaplot.


Overall, the Jyhad Diary serves as something of a bridge from V20 to V5. It isn’t entirely a bridge, as there’s inconsistency between the Diary and V5 (beyond the usual ‘inconsistent narrator’ question). For example, Stanford Warwick is dead in the Jyhad Diary but seems to be referenced in the V5 Anarch supplement. While the Jyhad Diary’s section on London focuses on Mithras/Coven, that notion seems to have been blown up in V5. Hardestadt is missing, but Theo Bell is still an archon. There are there are big themes of V5 that don’t show up here (like the Second Inquisition and the new version of thin-bloods). I suspect that the Jyhad Diary will feel more connected as more V5 supplements come out, especially the Onyx Path ones (for example, the section in the Diary on the various Cappadocian variants seems to feed right into the Hecate for not-even-on-Kickstarter-yet Cults of the Blood Gods).


I was really happy with the Jyhad Diary. As noted above, there’s some bridging from V20 to V5, but there’s enough of a break that it isn’t really reliable as a guide to how things are now – oddly, we’ll have to see how the forthcoming Onyx Path and Modiphius books shape up before we can look back and see how ‘accurate’ the Diary is. But mostly I just enjoyed the whirlwind tour of all the familiar people, places, and concepts, with a bit of moving the metaplot forward. And I enjoyed it whether or not there ends up being a break in “continuity” with V5. I think it will be a good read for anyone who’s a long-time Vampire fan.

Sunday, March 8, 2026

Stranger Things and Dungeons & Dragons: The Rise of Hellfire

Title: Stranger Things and Dungeons & Dragons: The Rise of Hellfire



ISBN: 9781506753188

Price: $19.99

Publisher/Year: Dark Horse, 2025

Artist: Diego Galindo

Writer: Jody Houser, Eric Campbell


Rating: 4.5/5


Stranger Things: The Rise of Hellfire is a fantastic expansion of the Stranger Things universe, offering fans a deeper look into one of the show's most charismatic side characters: Eddie Munson. This trade paperback delivers exactly what longtime viewers crave—heart, humor, and a dose of Hawkins-level darkness—while carving out its own identity as a sharply written, character-driven story.


What makes this book shine is how authentically it captures Eddie’s voice. His larger-than-life personality, love for metal, and outsider perspective are all front and center, but the story also dives into his vulnerabilities in a way the show only hinted at. The result is a surprisingly emotional origin tale that helps explain how the Hellfire Club became the safe haven it is, and why Eddie cares so deeply for the misfits who find their way into it.


The writing balances nostalgia with fresh storytelling, weaving in the series’ signature mix of supernatural intrigue and small-town anxiety without ever feeling like a retread. The artwork is another standout—dynamic, expressive, and full of visual nods to the Stranger Things world. Panels are packed with energy, making the tabletop gaming sequences feel as epic as any Upside Down showdown.


One memorable sequence: early in a campaign, Eddie’s character — a half-orc named Relgar — takes a brutal hit trying to protect a teammate from goblins. Then, with a critical hit (a “natural 20” roll), he turns the tide, wiping out the threat. That moment isn’t just about dice-luck — it’s framed as the moment Eddie realizes he’s found a place where he can belong, “a camaraderie of weirdos where he can be himself.” 


The book doesn’t shy away from social pressures in their (fictional) Hawkins High environment: rumors about Eddie’s reputation make some like Lucas worry that joining the Hellfire Club might hurt their standing — e.g., Lucas worries about his chances of making the basketball team if he’s seen associating with the “weird kids.” 


But when the dice roll poorly, when the stakes are high, Eddie’s true character “shines through.” He becomes less a social outcast or stereotype, and more the glue that holds the group together — proving that sometimes, friendship and loyalty are stronger than reputation or fears.


Whether you’re a dedicated Stranger Things fan or just enjoy well-crafted character stories, The Rise of Hellfire is a rewarding read. It enriches the lore, deepens a beloved character, and delivers a satisfying, heartfelt adventure that feels perfectly at home in the Stranger Things canon.


As a fan of both Stranger Things and Dungeons & Dragons, I absolutely loved this trade and feel that it's a wonderful read for anyone who has an interest in Dungeons & Dragons.

Thursday, March 5, 2026

YouTube Recommendation - DnD Shorts

 


Another great "DungeonTuber" is DnD Shorts. I have been watching a lot of his videos to get motivated to finally putting actual work into my eventual D&D campaign. I really enjoy and appreciate his class ranking videos as it gives me a greater insight (from a different perspective) of what PC's and NPC's I could work with to meet the goals of my campaign.

I currently have a character concept in mind for a Rouge that eventually dips into Warlock. I've been going through the characters background in my mind for months, and have gone so far as to develop the characters retirement from adventuring. This actually leads into my idea for The Shady Lane.

As a lifetime role player, I have never really looked into the deeper aspects of D&D the way DnD Shorts does... and this is another reason I enjoy his content. The fact that he has also published his own TTRPG material makes me very envious and gives me a level to aspire to.

Sunday, March 1, 2026

Predator Volume 1: Day of The Hunter

Title: Predator Volume 1: Day of The Hunter



ISBN: 9781302926199

Price: $19.99

Publisher/Year: Marvel, 2023

Artist: Kev Walker 

Writer: Ed Brisson 


Rating: 3.5/5


Theta Berwick is the sole survivor of a Predator attack on the planet Damara in 2041. Flash forward to 2056, and a grown Theta has over 20 Predator kills under her belt, except for the one that killed her mother and father. As she barely escapes a run in with other hostile aliens, her trusty ship crash-lands on the cold, snowy planet Tusket. She must find a way to repair the ship before she dies of hunger and exposure. When she comes across an Arstar outpost called Port Medway, she finds her hopes renewed with the equipment and food she needs…that is until she comes across deceased and headless service workers hanging upside down. A Predator has found her. Can she survive this latest encounter and get off Tusket before it’s too late? 


I remember reading the first issue of this series when it was released and it was a strategic maneuver on Marvel Comics’ part because the prequel Prey was released at almost the same exact time. There was even an ad for the movie inside the front cover of the comic. 


When I borrowed this from Hoopla, I read an issue each day until I got to the fifth and sixth issues because I wanted to see how the story concluded. I read them both in one sitting. The build of the story was good through the first five issues, but the ending was a bit anticlimactic for me. I’m not sure if it was because some of the plot elements were spoiled in volume two or because the final battle Theta takes part in was a bit underwhelming. 


I do like the direction the Predator franchise is going so far. It was recently announced that Wolverine would be facing off against the Predator in the Fall. There is a tidbit of information revealed in issue five where a scientist that has been studying the alien warriors reveals they have been traveling to Earth since the 1700s. I wouldn’t mind a prequel series set in colonial times, maybe a Predator lands on Earth during America’s War for Independence. That famous painting of George Washington crossing the Delaware? Maybe he was running from a Predator stalking him and his soldiers. The possibilities are endless with the direction these stories can go. 


The best part of the new runs of Alien and Predator is that it makes me want to go back and read some of the collected series released by Dark Horse. It’d be nice to see how those stories compare to the new ones. I am also in the mood to rewatch the Predator movies. It’s been a while since I have seen the original one and to be honest, I never got a chance to see the sequel with Danny Glover yet. 

Saturday, February 28, 2026

How Do You Roll?

 


I have been role playing since 1984, and I'm not certain when I began my role as DM/GM/ST. In all those years, I have never had a DM/GM/ST make rolls for the players and I have never taken the opportunity to do it either.

I feel like I have experienced the worst case of DM/GM/ST burnout as I haven't actively taken that role in several years after being helping to run a multiple year chronicle for the classic World of Darkness. I think the last time I was actually in the position of the ST was pre-Covid pandemic.

I have been feeling the pull of wanting to again take the role of DM/GM/ST, but I keep getting stuck on several points that make me feel weary of taking that path:

  • I have a large collection of books from a wide variety of TTRPGs and I'm not sure which one I would prefer to run. I have been adding a wide variety of new games to my collection from Kickstarter campaigns I support, but I am always on the lookout at used bookstores for books from older RPG's to continue to expand the options from games I already own.
  • With regards to after the decision is made of exactly which TTRPG to run, it's then difficult to figure out what type of story to tell. For fantasy games like Dungeons & Dragons or Pathfinder, I have a collection of modules and adventure books to chose from.
  • With how many videos I have watched of TTRPGs, I find myself feeling lacking in resources. While I have plenty of books, I don't have much in the way of miniatures or terrain. With regards specifically to running Dungeons & Dragons, I have gotten used to using D&D Beyond. The problem is that all the resources I currently have there are from a previous campaign and I do not have ownership of them. Additionally, I don't have a paid subscription so I have limited availability of creating characters. My players are in the same place and they actually share an account and have nearly maxed-out the number of characters they can have on there.
  • Over the past few years, I have participated in a D&D game that utilized D&D Beyond, minis and digital maps. I have become used to these resources but feel overwhelmed and uncertain of my personal ability to be able to utilize these newer resources effectively. As mentioned before, I also don't have a large collecting of miniatures to use to help make whatever game I decide to run engaging in that regard.
I think the biggest issue that I need to overcome is my anxiety of getting back on the DM/GM/ST horse and I have been watching a lot of videos on YouTube to help inspire me. While I have viewed many that have accomplished that, I still have yet to get past these feelings.

The other day, I watched a video from YouTube channel Tabletop University about how the first D&D episode of the NBC comedy Community inspired him to run his games with the DM making the majority of the rolls for the players.

This got me thinking about how differently I would like to run my future game. I like the idea of certain rolls not being made in the open or allowing the players to know if they succeeded or not. I think I can make this work, but I know it will be an awkward but I feel it would be worth it.

I've heard of other people using this option with success and would love to hear of your experiences if you have tried this at your table. Also, if you have had burnout before, how did you overcome it. Please leave a comment below.

Sunday, February 22, 2026

A Game of Thrones Vol 3

Title: A Game of Thrones Vol 3

ISBN: 9780007578580

Price: $26.00

Publisher/Year: Dynamite, 2014

Artist: Tommy Patterson

Writer: George R. R. Martin, Daniel Abraham

Collects: A Game of Thrones #13-18



Rating: 3.5/5

We’re now into the meat of this sprawling fantasy saga. The book opens with the recovery of Eddard Stark, appointed the King’s Hand, a post intended to combine counsel and protection, but despite being an old friend, the King prefers to plot his own course. The problem is not eased by court politics. The Stark family has no time for the equally influential Lannisters, and the Queen is from that family. Matters are further complicated by Eddard’s wife Catelyn holding another Lannister hostage. The cultivated Tywin understands the situation, while resolutely not guilty of the plotting for power endemic to his family, an innocence not believed by Catelyn.

Those used to A Game of Thrones from the TV show will find much here not seen on the screen, as the adaptation is of the original novel on which the series was based. Adaptor Daniel Abraham is able to include far more in the way of detail, and includes the flashback sequences that forged both the cast and their society.

Midway through the book there’s a demise that shifts the entire political scenario, tipping it in one direction, leaving other parties dangerously exposed. Elsewhere, a problem of adapting a novel of such density spread over several locales again emerges. Key player Daenerys Targaryen was barely seen until the conclusion of the previous book, and she’s once again forgotten until the midway point here. We see the staff of the Night’s Watch on the Wall far more frequently, as proof of sinister creatures is now explicit.

Artist Tommy Patterson, possibly for reasons of speed, is resorting more frequently to supplying his cast in cartoon style, but sporadically delivers some fine designs, such as his depiction of Aegon’s iron throne, constructed from the swords of enemies surrendered.

It’s taken some considerable while to move the cast where they need to be, but in this book the tension and intrigue steps up, and there’s barely a scene change that doesn’t tease. George R. R, Martin plots very deeply and diligently, and for those who already know what’s to come there’s a pleasure in seeing how well it’s set up. For those not familiar with the plot in any other form, this book concludes on quite the cliffhanger, to be picked up in volume four.

Sunday, February 15, 2026

Witch+Craft: A 5E Crafting Supplemental

Title: Witch+Craft: A 5E Crafting Supplemental




Price: $20.00 (PDF), $35.00 (Hardbound)

Publisher/Year: Astrolago Press, 2020

Author(s): Shannon Campbell, Damon Hines, Dillon MacPherson

DriveThruRPG Link


Rating: 4/5


Are you a fan of Studio Ghibli movies?  Well, I am and the authors of Witch+Craft: A 5E Crafting Supplemental are as well. And this book proudly and openly displays that love.  But I am getting a little ahead of myself. 

Witch+Craft is a full-color hardcover 214-page book.  The theme of the book is decidedly high magic, and a style of high magic infuses all aspects of the lives of the people of this particular vision of the 5e fantasy universe.  This book is exactly the opposite of "grimdark," wherein magic is everywhere and it is a tool to be used to make things better.   I state this upfront because that is the pervasive philosophy of the book.  It works, and it is a great one to have.  But it will have to fit your style of gaming and campaigns.  I knew this on the onset, and lets be honest, the cover gives this away, but if this is not your kind of game there is not a lot (there is some!) that this book can give you.  

That all being said this book is a fantastic resource for anyone that has ever said "can I use magic to make BLANK?" Where BLANK is anything and everything from clothes that clean themselves, to self-sorting spell components, to fire that heats but won't burn, to well...half a thousand things I have heard from my kids in their 5e games.

While I may have started this review with who this book is not for, who it absolutely IS for is anyone that has ever played an Artificer in 5e or an Alchemist in Pathfinder 2e.

What this book doesn't have, despite the name, is a Witch class.  Ah well. 

Introduction

We get the basics of this book. In bold letters right in the first line of the first paragraph we get : 

This book is about making things.

You have to appreciate this. Some RPG books are never quite as clear as to what they are about. This book is also about rounding out your character with Trade Classes.  Though Trade Professions would likely be a better term. You can take these along with your Fighter, Wizard, or whatever levels. I will get into more details in a bit.

Chapter 1: Domestic Magic

Part 1 of this chapter covers the basics of crafting. The six-step process is listed and then detailed. 

  1. Blueprint. You propose a project.
  2. Challenges. The GM imposes a Difficulty Level based on the specifications of the project. They will also list the base materials required to make the crafting attempt at all. (7 levels total)
  3. Preparation. You may prepare for the project in order to improve your chances of success.
  4. Craft Action. You begin the project, rolling to qualify your success.
  5. Fine-tuning. After the rolls are in, you may choose to expend bonuses to alleviate any potential flaws.
  6. Appraising. When all is said and done, the item is created, and its features and flaws known.

The rules here a pretty simple and even elegant in their own ways.  It does add to the 5e system as a new sub-system.  So while old schoolers will not even blink an eye it does feel "added on."  Now this is not a bad thing.  It feels like the best system for detailed craftwork, as opposed to say "just roll a d20 and beat this DC."

Part 2 deals with Trade Class basics.  This is just a tracking system on how you get better with crafting.  Class is kind of a misnomer here since it is not a D&D Class.  Trade Profession might have been a better choice.  These professions/classes can progress through Tiers (not levels) and have different kinds of media they work in; crystals, drafting, living arts, metals, textiles, and wood.

Part 3 covers Techniques. Or how you can do things.  This also covers tools.  They are presented like feats but are attached to the Tiers. For example "Green Thumb" does more or less what you think it does.  The prereq is "Living Arts or Wood."  While presented like a feat, it does not have any "combat" advantages.  Certainly lots of role-playing advantages.

Part 4 is Picking Your Trade Class.  Here are the actual classes/professions. They are based around the media above.  So someone that works with crystals could be Glass Blower or a Mason or a Jeweler. The builds cover what other materials you can work with, what tools you have, and starting techniques.  Each media get three example builds.

Chapter 2: Cape Verdigris

Cape Verdigris is a setting where all of this crafting and domestic magic can be seen in use. It lists places of interest, guilds, shops, and many major NPCs. It is designed to be added to pretty much any campaign world. 

Chapter 3: A House of Plenty

This is a 40-page complete adventure of a different sort.  The goal here is to restore an old manor house to it's former glory using the crafting skills they have learned in this book.  So in TV shows, you are trading Sci-Fi or Shudder for HGTV. There is something interesting here and I really admire the authors' choices here.  

Chapter 4: Spells

This chapter covers 12 new spells to use in conjunction with the rules.  

Chapter 5: Familiars

Also what it says on the cover, this introduces 10 new familiars. Many are fey, others are animals. Greater familiars are also presented here. If you wanted a soot familiar like the ones in "My Neighbor Totoro" or "Spirited Away" then this chapter has you covered.

Chapter 6: Items

Not just magic items but a whole bunch of mundane and domestic magic items as well.  The blanket of napping is an easy favorite. 

Appendices

Here we get a collection of various stats. 

  • Appendix I. The NPCs from Chapters 2 and 3 get their writeups here. Why not with the chapters? Easy, in the chapters, you are supposed to be focused on who these people are how you interact with them, NOT what their combat stats are. 
  • Appendix II covers unusual trades like healers and wandmakers.
  • Appendix III has various boons and flaws of the items crafted. These can be minor, major or magical/dangerous for boons and flaws respectively. 
  • Appendix IV is a list of crafting obstacles.
  • Appendix V cover crafted treasures
  • Appendix VI is Awakened Objects. So lots of monster stats here.
  • Appendix VII covers the stats of various objects; HP and AC.

There is a very attractive character sheet in back. The next few pages cover all the designers and artists that helped make this book possible.  There is also a list of Kickstarter contributors. Sadly there are a few typos here with some names cut off, some listed more than once.  Mine isn't even listed at all. 

There is also an index and the OGL statement.

The book really fantastic and joy to look at.  The art is great, the layout is wonderful and very easy on the eyes.

The audience for this book is a little slim.  There is nothing in this book really that would help in combat, defeating the next big bad (unless he challenges you to a bake-off) or any of the things that people typically associate with D&D.  This is much more of a narrative presentation with a lot of role-playing potential.  

One of it's strengths though design-wise is that since the crafting system is not inherently tied to D&D5 is can be lifted out and added to other games with only minor tweaking.  For example, Chapters 1 to 3 could be lifted out and added to something like Blue Rose AGE edition with a little work.  

I would like to recommend this to Old-School gamers. I could something like this working well with a game like Old-school Essentials or The Hero's Journey. But even those games tend to be combat-heavy at times and really don't have much in the way of the need for various crafting. Not to say that some groups or players wouldn't, it's just not universal.

This book is best for the younger D&D 5 player that got into D&D after a steady diet of Minecraft and the ones that loved crafting items in MMORPGs. It is also great for any DM that wants a better handle on making items of any sort.

V20 Beckett's Jyhad Diary

Title: V20 Beckett's Jyhad Diary Price: $24.99 (PDF), $62.99 (Standard Hardcover) Publisher/Year: Onyx Path Publishing , 2018 Author(s):...