The Greasemonkey’s Handbook: Rules for piloting Magitech, Steampunk and Sci Fi mechs in D&D 5th Edition (Fantasy Grounds)

The Greasemonkey's Handbook: Rules for piloting Magitech, Steampunk and Sci Fi mechs in D&D 5th Edition (Fantasy Grounds)Publisher: Dungeon Masters Guild

This is a module for the Fantasy Grounds VTT. If you are looking for the PDF – click here.

What lies within this module?

The Greasemonkey’s Handbook is a comprehensive guide to building, piloting, and fighting alongside your very own mechanical constructs in the fantastic world of Dungeons and Dragons 5th edition.
Designed from the ground up to be completely compatible with almost any campaign setting, this handbook brings the world of mechs, tanks, cars, carts, and any other mechanical, magitech or sci-fi vehicle or construct you can think of into your games. With step-by-step guides to building your own custom creations, the possibilities are limited only by your imagination. 
Want to introduce your world to walking dieselpunk tanks? The Greasemonkey’s has rules for that. 
You might have decided your spelljammer sci-fi homebrew campaign now needs demon-possessed robots with laser eyes, or perhaps you’ve decided your Eberron or Ravnica games would benefit from magictech or steampunk mobile suits; complete with mech-sized greatswords, shields and ranged weapons? Well, the Greasemonkey’s Handbook has rules for that too. 

However, with the sudden influx in gigantic killer constructs, your players might be growing a little concerned their spellcasters might not be as useful as they were before. Fear not! The Greasemonkey’s Handbook also introduces a brand new school of Automation magic, alongside 51 construct-themed spells, 40+ magical items, 12 new class archetypes, including the tech-hunting ranger, spell-weaving wizard, college of metal bard, and a mech pilot prestige class!
Tear apart enemy mechs with the Deconstruct spell, or manifest a wall of rotating gears to shield your allies from harm. Or draw upon the divine power of Mechanus to summon a squadron of modrons to do your bidding, while quickly transforming the scrap of long-dead constructs into a fearsome mechanical dragon, taking the fight to your enemy’s door. 

So what are you waiting for? Grab your spanners and roll up those sleeves – it’s mech building time!


The Greasemonkey’s Handbook is now updated to Version 3!

Contents:

  • Rules for piloting your own All Terrain Utility Machine (ATUM), both in and out of combat
  • An easy to use, step – by – step guide to constructing your ATUM, from chassis to weapon upgrades
  • New firearm equipment for players
  • A simple fuel and ammo management system, for those hardcore players wanting to track fuel or ammo consumption during travel and encounters

Paladin – Oath of Medicine / Background – Physician

Paladin - Oath of Medicine / Background - PhysicianPublisher: Dungeon Masters Guild

Here is a new oath for paladin characters: the Oath of Medicine. It is accompanied by what could be a fitting background: Physician (or its variant: Psychiatrist). Of course, both options can be used separately.

I’m highly open for any changes and ideas to improve this oath.

Please be merciful for english isn’t my native tongue (although I’d enjoy any proofreading or editing).

Happy reading!

(PS: Document was created on Microsoft Word, not The Homebrewery, hence there isn’t any header or footer.)

Price: $0.00

The Duskblade – Base Class

The Duskblade - Base ClassPublisher: Dungeon Masters Guild

An elven sword-fighter raised her shield against a mighty troll. Deftly blocking the creature’s razor-sharp claws, she struck with her blade at the troll’s flank. As the sword found its mark, she whispered a word of power. Magic flowed through the weapon as an extension of her own body, and the troll howled as acid seared its flesh.

The dwarf had been called to find the source of the skeleton attacks, and find it she had. After many days, she’d tracked the hobgoblin necromancers back to their lair. Her hammer and shield were at the ready, and despite the chill in the air, she felt no fear: her magic was stronger than theirs.

Wielders of spell and steel, duskblades constantly seek new challenges to test their martial and magical prowess. Unbound by books or blood, they find themselves most comfortable on the front lines, combining their techniques into an arcane dance of death. They are rarely interested in magic for magic’s sake, and find that they have little in common with stuffy wizards or sly sorcerers.


The duskblade is a full base class, complete with five subclasses: 
  • The Brand of the Arcanamach, consummate mage hunters.
  • The Brand of the Dark Scion, embracing the power of undeath.
  • The Brand of the Dragon Knight, drawing on the power of a dragon lord.
  • The Brand of the Harbinger, channeling the chaos of the Far Realm.
  • The Brand of the Ravenkeeper, honor-bound to the Raven Queen.

The duskblade also includes two bonus subclasses that represent traditions from a long time ago, in a place far, far away:
  • The Brand of the Mystic Knight 
  • The Brand of the Dark Mystic

Price: $4.99

The Summer Intern, The Cabin Boy and The Ambassador- 3 Spies for Waterdeep: Dragon Heist

The Summer Intern, The Cabin Boy and The Ambassador- 3 Spies for Waterdeep: Dragon HeistPublisher: Dungeon Masters Guild

The Summer Intern, The Cabin Boy and The Ambassador- features three Bregan D’aerthe spies that can be added to your Waterdeep: Dragon Heist game.  Each has suggested faction missions that will have characters interacting with the spy of your choice. There is also an equipment chart with suggested trinkets, gear, and magic items, that each spy may carry on them. Perfect for pick-pocketing, looting, or should your characters happen to find an absent-minded cabin boy with a tendency to lose things. 

Price: $0.50

Prestige Path: The Pack Lord

Prestige Path: The Pack LordPublisher: Dungeon Masters Guild

This was created by combining the 3.5e Animal Lord and the 4e Pack Lord.

“My companions and I are just a small part of a much larger pack, and we alwayts hunt together.” 
– Wolflord Korrvah

With each rite you cast, you hear the distant growls and cries of your pack. They wait for your magic to call them forth into battle, and they are eager to fight. You strengthen them with your magic, and you draw power from them. You are at your mightiest when you stand at the head of your summoned pack.

When you summon beasts of your pack, your rites echo through them. Their wounds knit shut, and they leap to attack with a ferocity augmented by your primal magic. In turn, you draw on their feral strength to endure your enemy’s attacks and to strengthen your own.

Packlords featured here: Apelord, Bearlord, Birdlord, Catlord, Horselord, Sharklord, Snakelord, and Wolflord.


Prestige Paths are a way to add another layer of flavor onto a character without using class levels. They are somewhere between a class and a background. Class levels are finite in 5e, so this allows for a light version of a class without breaking normal progression.

Check out my Prestige Path Primer for more information and a sample Prestige Path.

Price: $1.00

Romance, Rivalries, and GRIM in SPAAAAACE!!!

We are excited and delighted to debut our latest awesome accessory for the Starfinder Roleplaying Game, Star Relationships by Matt Daley and Mark Seifter! This terrific tome brings you a concise yet rich and layered system with tons of options for expansion to create rich and meaningful relationships between PCs and the key NPCs of your campaign! In […]

Shifting the Heavens

Published 29 April 2019

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Legend of the Five Rings LCG

Shifting the Heavens

A New Rules Reference Update is Available for Legend of the Five Rings: The Card Game

 

The latest version of the Legend of the Five Rings: The Card Game Rules Reference is now online! This update contains the usual streamlined rules, clarifications, new questions, and other minor changes that come with refining the rules. In addition, today’s update includes new roles for all seven clans, errata to three powerful cards and several restricted list changes that will go into effect on May 6th.

Learn why these changes were made directly from developer Tyler Parrott in the paragraphs below, and then download the new Rules Reference to see all the changes for yourself!

Noble samurai of Rokugan, an exciting and challenging new future awaits you. On May 6th, a new Rules Reference will go into effect for the Legend of the Five Rings: The Card Game, and the current clan roles will be altered based on the votes that were cast by players at the first season of Elemental Championships. These updates to the Organized Play experience contain a number of changes, which I would like to highlight below.

New Roles

During the first few months of this year, players who attended Elemental Championships at their local stores were able to vote on which role they would want their clan to receive for the rest of 2019. The top two players of each clan at each event were given access to vote cards that allow them to vote for their choice of Keeper/Seeker and one of the five elements. These roles will last until they change again after the Winter Court World Championship at the end of the year. As we begin to transition to an adjusted Role Rotation schedule for 2020, the roles resulting from the Elemental Championships will last only six months instead of eight, as they will be replaced immediately upon the new roles being chosen at Winter Court.

Based on the votes that were cast, the following roles will be available to each of the clans starting on May 6th:

Crab: Seeker of Void

Crane: Seeker of Void

Dragon: Keeper of Water

Lion: Seeker of Air

Phoenix: Seeker of Void

Scorpion: Keeper of Air

Unicorn: Keeper of Water

These are in addition to the roles that are

Return to the Path to Carcosa

Published 29 April 2019

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Arkham Horror: The Card Game

Return to the Path to Carcosa

Announcing A New Upgrade Expansion for Arkham Horror LCG

“I knew that the King in Yellow had opened his tattered mantle and there was only God to cry to now.”
   –Robert W. Chambers, The Yellow Sign

Order your own copy of Return to the Path to Carcosa at your local retailer or online through our website today!

You thought that the final curtain had closed on your dealings with The King in Yellow. When the cursed play first came to Arkham, it was followed by a string of disappearances, delusions, suicides, and madness. Throughout The Path to Carcosa cycle, which marked the second full-length campaign for Arkham Horror: The Card Game, your search for answers took you across the sea to the shining lights of Paris and beyond to Dim Carcosa and before the throne of Hastur himself in eight unique scenarios that tested your conviction, made you doubt your senses, and pushed you to the edge of insanity. But now, madness returns to Arkham for an encore performance…

Fantasy Flight Games is proud to announce the upcoming release of the Return to The Path to Carcosa Upgrade Expansion for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!

All the World’s a Stage

When you first took center stage in The Path to Carcosa, you dissected the history of the cursed play, reading between the lines to reveal an eldritch conspiracy that stretched beyond this latest performance. Now in Return to the Path to Carcosa, you are invited to step back into the halls of the Ward Theatre and bear witness to the triumph of Nigel Engram and his loyal crew. But as you relive the horror of a past you swore you left behind you find that not everything is as it once was. New backstage areas seem to have appeared out of nowhere, and new socialites like

La Comtesse

(Return to the Path to Carcosa, 20) whose names you had never heard drift along the corridors. Perhaps one of them holds the key to understanding what has happened to you.

You must conduct

Adventures in Fiction: Jack Williamson

Adventures in Fiction: Jack Williamson

By Ngo Vinh-Hoi

In the storied list of Appendix N authors, there is one name that encapsulates nearly the entire course of modern American science fiction and fantasy: Jack Williamson. John Stewart Williamson was born on April 29th, 1908 in an adobe hut in what was then still the Arizona Territory. Seeking to better themselves, the Williamson family travelled by horse-drawn covered wagon to New Mexico in 1915, where Williamson recalled that they “homesteaded in Eastern New Mexico in 1916 after the good land had been claimed. We were living below the poverty line, struggling for survival.”

This isolated, hardscrabble
existence continued throughout Williamson’s entire youth, but his imagination
and inquisitive mind helped him to endure. As he describes, “I did a lot of farmwork—riding horses
after a string of cattle, gathering the corn, that sort of thing. Working alone
so often like that was naturally pretty boring, so I started creating these
endless epics and fictional cycles in which I was the principal character—all
this done simply as a way of keeping my mind alive.”

Williamson’s imaginative horizons
expanded radically in 1926 when he wrote away for a free issue of the newly-launched
Amazing Stories, the first magazine
devoted solely to “scientifiction”.
It was herethat Williamson first
encountered the work of A. Merritt via a reprint of the short story “The People
of the Pit.” Inspired by the “color,
wonder, the magic of sheer imagination” of Merritt’s writing, Williamson began
submitting stories for publication and had his first story, the Merritt-esque “The
Metal Man” published in Amazing Stories in
1928.

Williamson eventually found a more
naturalistic voice, aided by other literary mentors and collaborators including
Miles J. Breuer and John W. Campbell, Jr., the legendary editor of Astounding and Unknown magazines. The most well-known works of the first phase of
Williamson’s career are the Legion of Space stories, a star-spanning riff on Alexandre Dumas’
The Three Musketeers with the addition of the Falstaffian figure of
Giles Habibula, a reformed master criminal of roguish demeanor and enormous
appetites.

During this period
Williamson also twice underwent psychoanalysis, an experience that he found very
positive for his personal and creative development. You’d be forgiven for
thinking the opposite though, given how his reactions to psychoanalysis
informed Darker Than You Think, his
fantasy-horror tale of a psychic, probability-altering, shapeshifting parallel
human species that underlies the legends of