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Do-Gooders & Daredevils: Knights of the Pentangle
by Jae C. [Verified Purchaser] Date Added: 11/01/2014 08:54:19
Just purchased and really enjoyed - first an admission I'm not a fan of swords and lethal weapons being used by heroes in a UK setting but for anyone who would like to bring King Arthur and his Knights into a campaign really need to buy this as this pdf contains some wonderful write ups and wonderful ideas. 37 pages worth of ideas including details of New Camelot, the political issue of an alternative claim to throne by a mythical monarch, the reincarnated knights and a young Merlin (he ages backwards after all) including a cybernetic Galahad (previously the hero Templar) a black Guinevere (previously a thief called Neural) and background to the Holy Grail as a chalice (as opposed to a stone or cauldron both of which were alternative descriptions).

My only pet peeve (and it really is a minor one) is that Gawain's strength didn't increase throughout the daytime as per the most common legend about the character.

I'll admit I'm not sure how I'd personally use King Arthur and the Knights as written in my current campaign but elements will definitely leak through as they are too good not to and I definitely want these characters as part of my collection. If the use of guns and swords aren't a turn-off in your campaign then they will make for interesting alternative overseas heroes and I'm actually playing with the idea myself of making them misguided villains determined to reclaim the throne and control of the UK (there was a Chaosium CoC adventure who's name currently escapes me that had a similar theme) as Arthur believes he's been raised to become the future king replacing the current system of democracy with feudal system of government.

Regardless of how you play them, this is a superb supplement and well worth the money...

Rating:
[5 of 5 Stars!]
Do-Gooders & Daredevils: Knights of the Pentangle
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You're Gonna Die Screaming
by Nathan K. [Verified Purchaser] Date Added: 10/09/2014 05:53:24
Such a simple idea, and yet this supplement was required to fire the imagination. It is well written and thought provoking, well worth the asking price and yet the publisher lets you choose what you want to pay. I cannot emphasize enough how intuitive this book is, everything he tells you makes complete sense and while you may not need this book to come to the realizations that it puts forth, the way it reads quickly and explains the choices made will encourage you to try it while avoiding some of the pitfalls of trial and error. I highly recommend this for experienced gamers ready to try something different and for DMs so that they realize that while not as effective as PC classes even the weakest of NPC classes is capable of at least existing (I know I've encountered games where even random shmoes seem to be built with fighter levels)

Rating:
[5 of 5 Stars!]
You're Gonna Die Screaming
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You're Gonna Die Screaming
by Thilo G. [Featured Reviewer] Date Added: 10/08/2014 13:47:00
An Endzeitgeist.com

This Pay-what-you-want-optimization guide clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with 17 pages of content, so what exactly do we get here?



Firts of all - this is exactly what it says on the tin - an optimization guide. In case you're not familiar with these, usually, a color code of Red, Green, Blue and Purple is applied to skills, feats, spells etc.pp. to denote at a glance the feasibility of options available.



That being said, personally, I'm not too big a fan of optimization to the oomphteenth degree, mainly because some of my players *are* into it - adhering strictly to these can get in the way of making a character rounded, if you adhere too strictly to a guide. Those little touches like your PC being a baker's boy - they don't contribute to the combat capabilities and thus are often left by the wayside. Rogue Genius Games proposed bonus skills per level for exactly such "non-relevant" skills and introducing this house-rule into my game helped quite a bit.



That out of the way, the more pressing question on your mind will probably be "Why play a commoner?" And the pdf delivers answers - in brevity, here are *my* answers, for I have actually already pulled off this stunt. 1) The challenge. My players are extremely capable and taking away all those class features makes for a very challenging game-play less based on system mastery and more on guerrilla warfare and player smarts. 2) Get a perspective. I do like my main campaign (the non playtesting one) gritty and beyond 15-point-buy, players are wont to forget *why* those commoners keep on buggering them to kill threat xyz - even 15-point-buy heroes are exactly that - HEROES. This means they have so much more capabilities to deal with threats than average joe. Playing a commoner can make that apparent and drive home the reason why those guys don't deal with threats themselves. 3) Go for a tactics-high game. Every item, every purchase in a commoner game is relevant - each little bonus precious. 4) A change of pace. The PCs have been captured and those guys they saved time and again may now be their only hope - as an alternative to a TPK, the "PCs are captured"-scenario that has the players save their characters via commoners is better because the adversary not necessarily has underestimated the PCs, but failed to take those nameless, faceless losers into account - and that, ladies and gentlemen, is rather easy to justify and believe...



So these are my basic suggestions, so what does the pdf offer - well, essentially an optimization break down of attributes, core races, skills - one by one, with feasible and well-thought suggestions. It should also be noted that general combat styles (as in not-style-feats) receive their break-downs - suddenly those light crossbows and halfling slingstaffs don't look so bad anymore, don't they? Fascinating, what a few lacking attributes, feats and proficiencies can do...



It should be noted that even non-recommended styles d receive concise break-downs of options to make them work. Traits mainly are glanced over, with highlights pointed out.. Beyond these options, advice on granting at least a bit of starting gold, weapon-selection and magical/mundane items rounds out this pdf.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to Misfit Studios' two-column full-color standard with artworks ranging from b/w to full-color and being stock as far as I could tell. The pdf comes fully bookmarked for your convenience.



This is intended as a teaser and first introduction to the matter at hand for author J. M. Perkin's "The Adequate Commoner" kickstarter to making commoners not suck...so much. As an optimization Guide, it does a decent job and is actually a good read, though you should be aware that it does not go through all options available at the level of detail found in some guides online - it can be considered a basic optimization guide that is well-written and actually fun to read. It offers smart advice for truly low-power-level gaming and as such can be considered a well-crafted book. This being a "Pay what you want"-file, it can be obtained for free, though I do suggest some sort of donation. But how much? Basically, this guide is good at what it is intended to do - it's a teaser, a help, an introduction and does that job well. If you have expected a full-blown, ultra-detailed 100+page guide of covered options, well, then this pdf does not deliver - surprise.



What it's intended to do, it does well and hence, my final verdict will clock in at 4.5 pages, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
You're Gonna Die Screaming
by chris m. [Verified Purchaser] Date Added: 09/25/2014 11:42:23
This guide is amazing!!! I picked it up free 99 and read through it and had to go back and pay some coin for this gem!

In the familiar style of most other Pathfinder class guides out there, this manual goes through telling you what is best [blue], fair [green or black] and worst [red] for a character built as a commoner in a campaign that focuses on playing commoners in a legitimate and serious manner. it ha slots of funny writing too and I found myself laughing a few times through out. This guide also gives you some real ideas as GM for what NPC commoners might do to maximize their survival.

I'm pretty much fatigued on playing d20 games, but this book has renewed my interest in delving into pathfinder for something fresh to do with the system! Highly recommend!

Rating:
[5 of 5 Stars!]
Publisher or Talent Website Analysis Report
by Customer Name Withheld [Verified Purchaser] Date Added: 07/24/2014 10:17:40
Hi, I'm Steve DeBaun, from Trip West Games. Steven Trustrum reported the web site for our first title, Ars Victor. (http://www.arsvictor.com)

I'm a 20-year veteran of web development. I've forgotten more code than most developers have written. I've always been dubious of SEO consultants, because many of them don't go into the nitty-gritty of what actually needs to be fixed -- they just point out that there's a problem.

Trustrum's detailed, 25-page report was a breath of fresh air. It got into every aspect of my site. He found not only the problems I knew about, but pointed out huge issues that I hadn't even considered. And the report doesn't just list problems -- it lists solutions, with convenient links to explain things in more detail. Microformats? What the hell is that? Ahh....

I highly recommend this service for anyone, new or experienced, that has a web site that is important to them. Even if you're a hardcore developer like me -- if you don't have specific experience in SEO, you won't pick up half the things that Trustrum finds you.

Rating:
[5 of 5 Stars!]
Publisher or Talent Website Analysis Report
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Eric Lofgren Presents: Undead Warrior
by John D. [Verified Purchaser] Date Added: 06/29/2014 09:53:58
Great piece of artwork in an ideal format, which we were very happy to use!

Rating:
[5 of 5 Stars!]
Eric Lofgren Presents: Undead Warrior
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Bite Me! Playing Lycanthropes
by Megan R. [Featured Reviewer] Date Added: 05/23/2014 11:09:14
This fascinating work is not just a game resource, it is a treatise on what lycanthrophy is all about giving the reader insights into what it means to be a shape-shifter as well as backround into the myths and legends that spawned the concept ready for game designers to latch onto.

After a foreword that looks at the sheer appeal of lycanthropy and a sidebar discussing the word itself, the first section explores the similarities and differences between those born lycanthropes and those who are afflicted with lycanthropy during the course of their adventures. This skilfully mixes game mechanics with more general discussion and proves an entertaining read.

This moves on to the topic of actually playing a lycanthrope, both the rationale and the mechanics of it. Things like how to handle a character who becomes afflicted during the course of a game - start by not panicking (too much) and make sure you talk the issue through with the GM outside of the actual game. A chat with your fellow players might be in order as well, particularly if you intend to play the afflicted character long term. The crux of the matter is that you'll be playing a character who turns into a monster... one you cannot control as a player and one the character himself cannot control either. It's quite a scary challenge when you look at it that way, but an intriguing one full of role-playing potential as well.

Next comes a section on actually playing a lycanthrope by choice. It's likely that the character will be a natural lycanthrope in that case. First of all you'll need to pick your beast, and there's plenty of advice here about how to choose one that fits in some way with the character class and race you are intending to play. Then come details about how to create that character in detail as well as how to play it to good effect.

OK, that's PLAYING a lycanthrope sorted - the next section looks at the view from the other side of the GM's screen. How do you cope if you'd never intended lycanthropy to play a part in your campaign? Don't panic, take a deep breath and read this. Again the discussion looks at afflicted lycanthropes and natural ones separately, discussing in each case how to use them to effect to enhance your campaign, rather than derail it. This advice is excellent (and timely, a character in one of my games has been afflicted and I still have to thrash out some of the details... and full moon is approaching!). All manner of issues are covered from handling the group in the first place to dealing with what the character gets up to when their bestial form takes over and eventually how to arrange for a cure. A really interesting part deals with the ramifications caused by having a werebeast loose in the locality, both during the curse and once it is lifted.

Natural lycanthropes are a bit different. Whereas the afflicted sort are cursed, and should be handled that way, natural ones are, well, no different from any other fantastic species that is found in your campaign. They may shapeshift, but it is under control and they know what they are doing whatever shape they are wearing. The things you'll need to think about are different, but just as wide ranging, things like how the race of natural werebeasts chosen fits in with the rest of society in your campaign world and how you will adjudicate the special abilites inherent in a lycanthrope - like their sense of smell. (I just caught out a character who over-relies on invisibility by setting a snake on her, its abilities to smell and sense vibration enabled it to locate her easily.... and then it botched its rolls!)

For those interested in matters such as game balance and design issues, there is some fascinating discussion about the history of lycanthropy in the D20 system as a whole as well as the decisions made in writing this book.

We then move into more game mechanical territory, with the natural lycanthrope race presented in full detail ready for use. This includes loads of racial traits and other options to allow fine-tuning of a natural lycanthrope character to your particular vision. Lycanthropy as a racial bloodline, racial rules for equipment and weapons and more here. Then come lycanthrope feats, magic items and even a few spells available to natural lycanthropes who take a spell-using class.

Finally, four fully-developed natural lycanthrope characters are presented as examples.

Overall, this is an excellent discussion of lycanthropy and how to use it - as player or GM - in your game.

Rating:
[5 of 5 Stars!]
Bite Me! Playing Lycanthropes
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Do-Gooders & Daredevils: International CrimePrev Technologies
by Jae C. [Verified Purchaser] Date Added: 03/27/2014 06:07:15
Misfit Studios have succeeded again - Better Mousetrap (which is being rewritten for 3e) was an excellent product and this falls into the same category - a must-have product; metahuman restraints for use by registered crime-fighting agencies only (they check) though occasionally their products do get stolen. The devices listed are well thought-out and useful and should be in every referee's toolkit ready to roll out for restraining captured villains (and the occasional wayward hero). Kudos to Misfit Studios for also basing International Crivprev Tech outside the US. Its nice to see a superhero world that's larger than the USA occasionally.

Rating:
[5 of 5 Stars!]
Do-Gooders & Daredevils: International CrimePrev Technologies
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Expanded Professions: The Druid
by Brian G. [Verified Purchaser] Date Added: 03/26/2014 13:10:57
This is awesome. Buy it. That's all that needs to be said.

Rating:
[5 of 5 Stars!]
Expanded Professions: The Druid
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Expanded Professions: The Thief
by Brian G. [Verified Purchaser] Date Added: 03/26/2014 13:09:40
Picked up the Expanded Profession: The Druid yesterday and was blown away at how cool it was and well thought out. That made me want to buy The Thief. I was, however, much less impressed with the content of this expansion.

Most of the edges seem to focus on climbing and actions while climbing. It left me wanting more particularly after how well The Druid was done. But then again....it's on $1.55 :)

Rating:
[2 of 5 Stars!]
Expanded Professions: The Thief
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Publisher Reply:
I\'m sorry this didn\'t meet your expectations, and I\'m glad you enjoyed the druid, but I want to clarify this product\'s contents for potential customers who read this review and believe the contents are skewed in one particular direction (climbing).) This product contains 10 new edges overall: ONE deals with climbing (Burglar) One deals with acrobatics AND climbing (Cat Burglar) One deals with fighting WHILE climbing (Rooftop Ruffian) Three involve with picking pockets or similar acts of sleight of hand (Cutpurse, Fast Fingers, Getaway) One involves earning money from other thieves (Guild Master) Three involve with traps (Trap Sense, Trap Springer, Improved Trap Springer)
The Manual of Mutants & Monsters: Aboleth
by David C. [Verified Purchaser] Date Added: 03/07/2014 12:43:05
As someone who loved the most recent version of Mutants & Masterminds, I'm always interested in seeing the rules put to use outside the supers genre. Misifit Studios awed me by taking a (to me) well known fantasy monster and converting it to the M&M rules.

The translation is clean. All the abilities are there, and built in a very comprehensive way. The layout and overall look is top-notch, nearly on par with Green Ronin's work themselves. My ONLY complain, and a minor one at that, is the PL seems a bit high, but likely necessary when considering all the creature's abilities.

If you want to see Mutants & Masterminds applied to fantasy, this is an AMAZING reference! Strongly suggest!

Rating:
[4 of 5 Stars!]
The Manual of Mutants & Monsters: Aboleth
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Your World No Longer: Zombies & Primer
by Megan R. [Featured Reviewer] Date Added: 02/12/2014 12:20:35
Bah! It had to happen... zombies getting loose on a world where there's superheroes.

The core concept of the 'Your World No Longer' line is that some power has taken over the world and it's up to humankind to do something about it. Superheroes apparently fall into the bracket of 'humankind' for these purposes although at times this seems to be a case of "For it's Tommy this, an' Tommy that, an' "Chuck 'im out, the brute!, But it's "Saviour of 'is country" when the guns begin to shoot" (with thanks to Kipling) if superheroes are viewed with suspicion by the authorities of your campaign world. No matter the 'power' those who want to see them gone and to reclaim their world are known as the Resistance, and a framework for running adventures with this concept are provided.

Anyway, in this case, it's an infestation of zombies that needs to be dealt with. As this is the first 'Your World No Longer' product, there's a lot of general detail about how to organise the Resistance and how to involve the party. Or even if to involve the party, they might be working independently of non-superpowered resistance groups, or they even might BE the Resistance if everyone else is too cowed to act. Organisation, recruiting, tactics, resources - such useful topics are discussed in turn and are of general application, whatever threat has to be dealt with. There are even thoughts on how to introduce this kind of thing into an existing campaign, as opposed to starting out with a resistance-based game from the outset.

That dealt with, the discussion moves on to the specifics of creating a zombie threat for the superheroes to deal with. Some new rules are introduced, mostly attack variants, and new flaws; and then comes details of how to model zombies using the Mutants and Masterminds ruleset. Various options are given, including of course the shambling brains-obsessed movie zombie but there are other options including infected animals. These are presented as templates to apply to normal people and animals. However the plague of zombies arose - that's left for the GM to determine - all are regarded as being infectious and capable of passing on their zombie state to others, normally by biting them or other exchange of bodily fluids. And what happens if supervillains get 'zombiefied'? Some, if you use the 'intelligent zombie' template, will still have access to their superpowers.

Next comes material regarding the Resistance, including what likely tactics will be employed against zombies and how to involve the party. Then comes advice on actually running the game including creating the right atmosphere, one in which the characters feel besieged and under threat however well-organised and resourced they are. This is followed by some scenario ideas including the initial outbreak (on Manhattan Island of all places - would they even notice zombies there?) as well as rescuing people and even finding a cure, and finally how to deal with the aftermath of the zombie plague once defeated.

This is an outline, a bunch of concepts that you will need to consider if introducing these elements into your game. They are good - but you still have some work to do before you will be ready to play.

Rating:
[5 of 5 Stars!]
Your World No Longer: Zombies & Primer
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The Manual of Mutants & Monsters: Cthulhu
by Alexander L. [Featured Reviewer] Date Added: 02/11/2014 07:26:39
Originally posted at: http://diehardgamefan.com/2014/02/11/tabletop-review-the-man-
ual-of-mutants-and-monsters-cthulhu-mutants-masterminds/

The Manual of Mutants and Monsters: Cthulhu is the latest in the “manual” line of supplements for the roleplaying game Mutants & Masterminds. The supplement is created by Misfit Studios, while the core RPG is by Green Ronin Games. Obviously, to get any use out of this Cthulhu Mythos themed piece, you will need the core Mutants & Masterminds rulebook.

For only a buck fifty-five, you’re actually getting three PDFs. The first is a two page “Metahuman Threat Scale” piece that rates antagonists. The second is the core fourteen page PDF. The third is a thirteen page “print friendly” PDF, which is essentially the same as the core one, save it lacks the cover and everything is in black and white. Because the print friendly PDF is the same as the full colour one, assume all commentary is the same for both.

Although the core PDF is fourteen pages long, only seven and a half pages are actually devoted to content. The other seven pages are the cover, the title page, two pages of open game license stuff, a page and a half of ads and a full page of art showcasing Cthulhu in all its otherworldly glory. It’s quite comical too. So while only half the PDF is content, remember, that’s still seven pages for roughly a dollar and a half – all of which are quite good.

So what content DO you get with this piece? Well there are two pages of New Complications. As this is a Cthulhu themed piece, it’s all about mental disorders. Here you’ll find a whopping seventeen different versions, ranging from Anxiety Disorder to Schizophrenia. The mental disorders are not in alphabetical order, but they are all ones relevant to the Cthulhu Mythos or super hero gaming in general. After all, a lot of supervillians (and even some super heroes) are insane, so I’m surprised many of these haven’t been touched on by the core Mutants & Masterminds game.

Next up are two and a half pages on Deep Ones, although the art for these look more like classic fantasy lizardmen/draconian entities than fish folk. You get all the stats for a regular Deep One as well as two hybrid variants. It’s all pretty standard stuff, and it’s fun to see M&M stats for creatures generally only seen in Call of Cthulhu or its multiple variants. I do think the Deep Ones should have a higher Swimming rating, and also some points in Intelligence and Awareness. They aren’t mindless beasts after all, and many of them can cast magic – another aspect missing from their stat block.

Great Cthulhu himself gets three pages devoted to him. Again, his stats are a bit weak considering what Cthulhu is. He definitely needs his Awareness and Presence doubled. He’s a god who communicates across time and space via dreams, after all. His powers are exceptionally well done though, as is everything else about everyone’s favorite Great Old One. I’m really impressed by this stat pack. It looks as if someone cracked open the fifth or sixth edition of Call of Cthulhu and just tried to translate those stats into Mutants & Masterminds, which was a really smart way to do things. The background and description sections nicely mirror the CoC standard too. There are also three story seeds for M&M GMs to take and flesh out if they want to use Cthulhu and/or Deep Ones in their campaign. That was a pleasant surprise to see, and while they are fairly standard tropes for Cthulhu usage, they’re good ones.

Finally, I have to say I really liked the art in this piece. You have a full page comedy piece showcasing Cthulhu, a picture of the Great Old One in a town and the aforementioned lizard looking Deep Ones. All the art pieces are really nice and look like they could have actually been ripped from a comic book somewhere. Considering Mutants & Masterminds is a super hero based RPG, that makes the art all the more fitting and fun where it might otherwise be considered too bright or light-spirited to work. There’s also a picture of a guy in a straightjacket confined to a padded cell, which is a nice touch.

All in all, The Manual of Mutants and Monsters: Cthulhuis a fine piece of reference for combining superheroes with the Cthulhu Mythos. It’s definitely worth $1.55 if you really want to do a crossover style campaign. The GM should probably be knowledgeable about Lovecraft’s most famous creation though – otherwise the players will nitpick a scenario to pieces if it’s not in line with how the Great Old One should behave (such as making it the leader of an international smuggling ring or something).

Rating:
[4 of 5 Stars!]
The Manual of Mutants & Monsters: Cthulhu
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Super-Powered: Operation: Marshal Law
by Megan R. [Featured Reviewer] Date Added: 01/29/2014 12:20:29
In a world where superpowered characters - villains and heroes alike - are to be found, it is necessary for official law and order organisations to adapt to the new threats and opportunities they pose... and the US Marshal Service is no exception. After all, governments never feel comfortable leaving things to vigilante groups, so law enforcement agencies need to prepare themselves to cope.

This product details how the US Marshal Service has changed, both in developing new doctrines for dealing with supervillains and in recruiting superpowered individuals into the service. This recruitment programme is known as Operation Marshal Law. Here we have notes on the recruitment and training process, as well as the roles superpowered US Marshals are likely to fill within the organisation. As this programme is in its infancy, it is unlikely that there will be many veteran superheroes who have done a stint with the Marshal Service, but characters might be approached with a job offer. For a campaign with an organised approach to law enforcement, the party could all be US Marshals - a move which makes it easy to direct the superheroes to undertake missions and gives a framework to their activities. (And, of course, rules and codes of practice which they'd better not transgress...)

Mechanically, becoming a US Marshal requires characters to obtain a Professional Edge US Marshal, reflecting the training they undergo. This includes a +2 Charisma bonus when exerting their authority as Federal Agents. A local office is described, including the resources and equipment available and the type of work undertaken.

There are also three adventure ideas to incorporate Operation Marshal Law into your game. One, interestingly, involves the party getting deputised, which is a good way of floating the idea of federal service to see if your players might be interested in a full-blown US Marshal-focussed campaign.

It's a neat idea, and a good way to get away from the vigilante approach taken by many superheroes.

Rating:
[5 of 5 Stars!]
Super-Powered: Operation: Marshal Law
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The Manual of Mutants & Monsters: Gibbering Mouther
by Megan R. [Featured Reviewer] Date Added: 01/16/2014 08:41:50
It's a delight to see one of the oddest monsters familiar to generations of Dungeons & Dragons/Pathfinder players reskinned to torment superheroes under the Mutants & Masterminds 3e ruleset.

The transfer has been well-effected, with its well-known traits and abilities represented within Mutants & Masterminds mechanics clearly and coherently. Just as with its fantasy original, nobody is quite sure how such a nightmarish beastie came to be, and it is likely that superheroes will be left puzzled as well.

Several neat adventure ideas are provided to help you to incorporate such an unlikely monster into your campaign, preserving its sheer weirdness yet presenting a convincing reason for it to be there.

Maybe sometime soon, it's not just your players who will be gibbering at you...

Rating:
[4 of 5 Stars!]
The Manual of Mutants & Monsters: Gibbering Mouther
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