Archive for October, 2015

UPDATE: The partial background found in this article is a preview. It is fully available as a Pay What You Want product on the DMs Guild in a pretty PDF with art and 14 other ready to roll backgrounds.

So this month I’ve created some Halloween themed backgrounds for PCs. I’ve already revealed the possessed, lycanthrope, and dead  backgrounds. Now it’s time for me to show off the cursed background.

Cursed

You lived with some sort of curse for years. How you got the curse and what the curse was are up to you. You can create the details with your DM or you may roll or choose them from the table below.

As a cursed person you once suffered from a magic problem so rare it’s almost unique. This curse could have been placed on you by a spellcaster or magic monster like a genie or hag. Or maybe you caught the curse while trespassing in an ancient tomb or vault or because you accidentally killed a sacred animal or offended the servant of a god in some way. How you caught your curse and how you or someone else cured it, are up to you and the DM.

d20 While cursed…
1 …you spoke only in questions.
2 …you spoke only lies.
3 …you saw all humanoids as terrible monsters.
4 …you had horrible nightmares whenever you closed your eyes.
5 …everything you touched turned to mud.
6 …all living things were harmed by your touch.
7 …you heard the surface thoughts of every humanoid within 50 feet.
8 …anything you ate tasted like sand in your mouth.
9 …others saw and heard you as if you were an undead zombie.
10 …you grew donkey ears and a donkey tail and couldn’t speak, only bray.
11 …you hungered for the flesh of other humanoids and thirsted for their blood.
12 …any offspring you had were goats instead of humanoids.
13 …any person for whom you had affection scorned you with unbridled hate.
14 …any person who tried to address you by your name or a nickname would instead vomit spiders.
15 …you lived the same day over and over again.
16 …you could not read or understand any language.
17 …all animals would attack you on sight.
18 …each day you would wake up in a new body with a random age, gender, and humanoid race.
19 …people who knew you before the curse forgot everything they knew about you and who you were during the curse.
20 …whenever you tried to speak, your mouth filled with corrosive acid.

Skills: Intimidation and Arcana or Religion

Languages: Two of your choice

Equipment: A set of common clothes, a small knife, two random trinkets from the trinket table in the Player’s Handbook, and a belt pouch with 5 gp.

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

I sit down with living legend Ed GreenwoodEd‘s the creator of the Forgotten Realms, but he’s about to begin a project to launch fifteen new universes for novels, games, and more in five years. The first novel for the first universe, Hellmaw: Your World is Doomed, is written by Ed. This podcast was recored on October 23, 2015.

Please rate and review us on iTunes, it helps a boat load!

Links:

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

UPDATE: The partial background found in this article is a preview. It is fully available as a Pay What You Want product on the DMs Guild in a pretty PDF with art and 14 other ready to roll backgrounds.

It’s time for another Halloweeny background! Last week saw the lycanthrope background for PCs who were once afflicted with the curse but have had it cured. Next up – dead! As in your PC was once no longer with us, but is back!

I’ve written a couple of posts on this blog about the way death is handled in Dungeons and Dragons. I presented a few rules modules to make PC death more of a consequence than a few thousand gold pieces and I also presented some ideas about how spells like raise dead and resurrection might affect the world of your game. Now it’s time for me to present it as a background for PCs. And why not? Having been dead can make a truly compelling story. Just ask Wesley in The Princess Bride.

Though he was only mostly dead.

What’s even more interesting is that spells like true resurrection can turn your PC into a time traveler. Some PCs could have been dead for a century or longer only to be brought back by powerful magic. Imagine how the world will have changed in that time! Friends of long-lived races might remember the PC, but shorter-lived ones have passed on. Kings may have been overthrown, entire cities built or leveled by dragons, new technologies, new magic – the list keeps going. How would all these revelations affect a character?

Then of course there’s the question of how the time while dead was spent. In a pleasant heavenly plane the PC is upset to have left behind a la Buffy? With the terrible fires or the Nine Hells or the demons of the Abyss torturing the PC? Maybe that time was spent as an undead like a ghost or vampire before the PC was raised. Surely the time spent as an undead being would have some sort of impact on the PC’s second (or third or fourth or ninth) life.

Of course there’s always the possibility that the PC could not remember anything from the period of death. Just absolute nothingness like a deep, dreamless sleep. That affect a PC’s faith in the gods or enhance the PC’s fear of the inevitable.

With these thoughts and questions in mind I present to you the dead background for fifth edition dungeons and dragons.

Dead

You have died and come back. This experience has changed you and helps define who you are today. The specifics of your death are up to you, but the following questions and suggestions will help you determine those.

How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes them, but after old age there is almost no magic which can bring a person back from the dead. Was it combat? An accident? A disease?

How long were you dead? Spells like true resurrection allow a PC to return from death after 200 years. How has the world changed politically, technologically, and culturally since your death? What remains of your family, friends, and personal life?

What was your period of death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the heavenly paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you simply remember nothing from that time?

Maybe you didn’t completely pass on, but lived life as an undead, wayward soul such as a ghost or vampire. Why did you become such a being? What acts did you commit that you now regret? Who will think of you as a monster because of the time you spent as an undead?

Finally someone brought you back. Who was it? Why? Maybe it was to face an old enemy who has now returned. Maybe it was a loved one who searched for a long time and spent all their resources to bring you back. Maybe you were called back for some valuable piece of information only you knew. How did this person bring you back? Maybe with one of the spells that first spring to mind, but what about a spell like reincarnate, which could bring your spirit back in the body of another humanoid race? Or maybe it was some other magic which has a more sinister secret.

Skills: History, Intimidation

Languages: Two of your choice

Equipment: 50 feet of rope, a bit of dirt from your grave kept in a sacred vial, a set of common clothes, two rare coins with which you were buried, and a belt pouch with 5 gp.

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

A new episode of my podcast, The Round Table, is up on The Tome Show’s website.


I sit down with Dave Gibson, James Haeck, and Craig Haasis to discuss the closure of the Wizards of the Coast community forums. This podcast was recorded on October 7, 2015.


Please rate and review us on iTunes, it helps a boat load!


Links:

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

UPDATE: The partial background found in this article is a preview. It is fully available as a Pay What You Want product on the DMs Guild in a pretty PDF with art and 14 other ready to roll backgrounds.

Tis the season for witches, skeletons, jack-o’-lanterns, and things that go bump in the night. It’s a great time for gamers. Our active imaginations have us thinking of scary surprises for our gaming groups. I bet more than a few Dungeon Masters out there are designing a dastardly quests centered around a cemeteries, cabins in the woods, and haunted mansions. Wolves will howl, vampires will feast, and demiliches will devour souls.

But why should monsters get all the fun? Why does the Dungeon Master always get to control the baddest mofos in the land? To help players celebrate the season I developed some deliciously evil backgrounds for less-than-savory PCs. First up is the lycanthrope background which assumes a character was once afflicted with the disease and has since been cured. More of these player options to come as we approach the witching holiday!

Lycanthrope

You were afflicted with lycanthropy, a disease which caused you to become a shapeshifting monster such as a werewolf or wererat. The disease probably drove you to commit violent acts you may never have even contemplated in real life and though you are cured, you must still live with the consequences of those actions. Perhaps it is making up for those actions which causes you to adventure or a determination that what happened to you should never happen to anyone else ever again. Or perhaps your motivations are darker and you seek to again hold the power this supernatural disease brought to you.

Not all lycanthropes are inherently evil. There is a small chance you were one of the very rare werebears or weretigers. If you make this choice, your actions as a lycanthrope were probably not sadistic and murderous. Maybe some of the deeds you accomplished as a lycanthrope were heroically motivated. Still, your lycanthropy has been cured and you’ve begun a new life as an adventurer, perhaps because you feared you still might hurt those you love in your animal or hybrid form or because society wouldn’t accept you as a lycanthrope no matter how virtuous your actions.

You decide (or roll for) the type of lycanthropy with which you were afflicted, the length of time you had the disease, the acts you committed and the person who cured you of it. You can choose or roll on the table below to determine your type of lycanthropy. There are rarer types of lycanthropy in some worlds, such as weresharks and werespiders. If you’re interested in playing a character who was once such a lycanthrope, ask your DM if such options are available.

d20 Type of Lycanthrope
1 – 10 Werewolf
11 – 15 Wererat
16 – 18 Wereboar
19 Weretiger
20 Werebear

Skills: Intimidation, Survival

Languages: Two of your choice

Equipment: An iron pot, a set of common clothes, a small knife, a tooth, claw, or tusk from your old animal form, and belt pouch containing 10 gp

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

I wanted to design one more monster to go with the theme of this month’s RPG Blog Carnival, “What Walks Into Town?” hosted by Scot Newbury over at Of Dice and Dragons. I have tons of baddies rolling around in my head and written down in the notepad app on my phone, but which one to choose? Luckily my friend, fellow blogger, designer, author, and artist Dave Gibson literally dared me to write this post. Check out Dave’s awesome webcomic and blog 5-Minute Workday.

It all started a few weeks ago when I had the pleasure and privilege of interviewing Wolfgang Baur, Kobold in Chief at Kobold Press, for The Round Table podcast about his Kickstarter for the Tome of Beasts and Book of Lairs. (Which you should absolutely checkout if you haven’t already because we’re talking over 300 new monsters for fifth edition Dungeons and Dragons plus a bunch of dungeons, digital maps and tokens ready for print-out and virtual tables, and a heck of a lot more.) We were discussing the various backer rewards and the highest tier allows a backer to name an entirely new monster and Kobold Press will stat that bad boy, put it in the Tome, and give it a home in the Book. I jokingly suggested to Wolfgang he might have to publish a book with a Giant Ice Cream Bunny if the right (or wrong depending on your perspective) person had the cash to throw at him. He laughed at the idea nervously and implied he hoped no one would take that suggestion seriously. Then we moved on and talked of alseideye golems, and bouda.

A week later the interview went live and I soon found myself withan amazing, life-altering series of direct messages on Twitter from that beautiful genius Dave Gibson (who is a frequent guest on The Round Table himself).

Screen Shot 2015-10-19 at 10.52.51 AM

Screen Shot 2015-10-19 at 10.53.11 AM

That link he sent contains the art Dave created pictured below.

giant-icedcream-bunny

This challenge could not be ignored! Look at that thing. If you’re not terrified, then you’re more machine than human. So it is with Dave’s blessing and encouragement I introduce to you the giant ice cream bunny.

Giant Ice Cream Bunny

Few have been to the elemental Plane of Sweets. Even fewer have been to the plane’s Arctic Ice Cream Wastes. Fewer still have met one of the waste’s nightmarish hunters and lived to tell the tale.

Of course an adventurer need not travel across the planes to find a giant ice cream bunny. Conjuration spells meant to call friendly-by-comparison air, earth, fire, and water elementals sometimes go awry and connect to the Plane of Sweets, bringing forth unimaginable horror from a land so tasty.

Sweet on the Outside, Death on the Inside. When they’re laying in the wastes, ice cream bunnies blend in with the background, appearing to be another enormous pile of scooped confection. Yet when that frozen delight moves to form a 15-foot tall, two-ton, sprinkle-breathing, elemental rabbit with an angry cherry bomb atop its head, many soon learn the Ice Cream Wastes are not as delicious an adventure location as they seem.

Cold Fury. Giant ice cream bunnies despise other living creatures, particularly humanoids who are known to delight themselves by consuming frozen diary treats. The giant ice cream bunnies see killing and devouring humanoids as a kind of cosmic revenge that’s hardwired into their nature. Savage and unforgiving, the bunnies do not flee from battle and fight with every dying breath. They want to see all non-ice cream life devoured by ice cream.

Available in a Variety of Flavors. Giant ice cream bunnies come in various colors which reflect the flavor of their ice cream bodies and sometimes a single bunny is made a of variety of these flavors. All are equally deadly whether made up of pure vanilla bean or death by chocolate.

Giant Ice Cream Bunny

Huge elemental, chaotic evil

Armor Class 19 (natural armor)

Hit Points 206 (18d12 + 90)

Speed 50 ft.

STR

DEX

CON

INT

WIS

CHA

23 (+6)

14 (+2)

21 (+5)

12 (+1)

14 (+2)

8 (-1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities cold, poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 12

Languages Creamoran

Challenge 14 (11,500 XP)

Deliciously Cold. Whenever the bunny is hit by an attack or fails a saving throw that deals cold damage, it heals for the number of cold damage points dealt by the effect.

Ice Cream Headache. Whenever the bunny scores a critical hit with a melee attack, the target must succeed on a DC 18 Constitution saving or become paralyzed until the end of the ice cream bunny’s next turn.

Snow Walk. Difficult terrain composed of ice or snow doesn’t cost the bunny extra movement.

Sticky Aura. All ground within 10 feet of the bunny is difficult terrain.

Actions

Multiattack. The bunny makes three attacks: two with its slam and one with its bite.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 4 (1d8) cold damage.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 4 (1d8) cold damage.

Breath Weapons (Recharge 5-6). The bunny uses one of the following breath weapons.

Hot Fudge Breath. The bunny exhales scalding hot fudge in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.

Sprinkle Breath. The bunny exhales exploding rainbow sprinkles in a 60-foot cone. Each creature in the area must succeed on a DC 18 Constitution saving throw or become blinded for 1 minute. A creature who failed its saving throw can repeat the saving throw at the end of each of its turns, ending the blinded condition on a success.

Cherry Bomb. The bunny hurls the cherry atop its head up to 150 feet and it explodes in a 20-foot-radius sphere. Creatures in the area must make a DC 18 Constitution saving throw. Creatures who fail take 35 (10d6) cold damage and are stunned for 1 minute. Creatures who succeed take half damage and are not stunned. A creature who is stunned in this way can repeat the saving throw at the end of each of its turns, ending the stunned condition on a success. The bunny cannot use this ability again until it completes a long rest.

PDF

Would you like to have this ridiculous and horrifying monster in a PDF? Grab it below by itself or alongside the other monsters I’ve created on this blog.

Giant Ice Cream Bunny

All Monsters

If you don’t want to grab them now, but decide you want the PDFs at a future date, head on over to the Free Game Resources section of this site where the documents will live along with magic items, backgroundsD&D fifth edition rules modulesspellsadventures, 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 and share this blog post, and/or leave me a comment and let me know you think. Thanks!

A new episode of my podcast, The Round Table, is up on The Tome Show’s website.


I sit down with the crew from D&D V&G – Rudy BassoAlex Basso, and Greg Blair to talk about the delays to Sword Coast Legends, Neverwinter: Underdark, and Vin Diesel’s love of D&D. This podcast was recorded on October 4, 2015.


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

I’ve had a very crazy, but wonderful week. My 30th birthday was on Friday last week and all weekend I got to celebrate with amazing friends and family. All this week I was fortunate to be busy with work for the one-man video production company I run. I scored a freelance RPG writing job I’ve been working on (more details to come as publications are… well, published). Oh and I’m moving to another state on Saturday. Needless to say, this week was busy.

As much as I’d like to have a big robust update for you, I’m afraid it’s not so huge this time. I do have a nice swamp chase complication table for you below. As many of you know I’m fond of chase sequences at the table. The fifth edition Dungeon Master’s Guide has introduced some great chase mechanics for DMs to use in their Dungeons and Dragons games. I’ve had an article published about running chase sequences in EN World EN5ider Magazine which you can read if you pledge a single dollar a month to the Patreon campaign (though I recommend you contribute another buck or two to get their sweet adventures and more). On this very blog I’ve posted the sewers and treetop city chase complication tables.

All that’s to say here’s what I got for you today. Enjoy!

Swamp Chase Complications

d20 Complication
1 You run into waist-deep water. Make a DC 10 Strength (Athletics) check. On a failure the water counts as 15 feet of difficult terrain.
2 A mud pit is before you. You can attempt to clear it with a DC 15 Strength (Athletics) check or spend 10 feet of movement to go around the pit. On a failure you sink into the deep mud and it counts as 15 feet of difficult terrain.
3 You disturb a nest of stirges. 2d4 stirges chase after you.
4 You must run across a twisted tree to cross a small chasm. Make a DC 15 Dexterity (Acrobatics). On a failure you fall 1d4 times 5 feet, land prone, and take fall damage as normal.
5 An assassin vine tries to grab you around the neck. Make a DC 15 Dexterity. On a failure the vine grabs you and you take 2d6 points of bludgeoning damage. You are grappled by the vine until you succeed on a DC 10 Strength (Athletics) check which you make as an action or the vine holding you is dealt 10 points of damage (AC 12).
6 You run into a lizardfolk. Make a DC 15 Charisma (Intimidation) check. On a failure the lizardfolk chases after you.
7 You run across a puddle of stagnant water and splash some into your mouth. You must make a DC 10 Constitution saving throw. On a failure you become poisoned for 1 minute.
8 You run through a nest of biting insects. The insects make an attack roll against you and get a +5 bonus to the roll. On a hit they deal 1d12 piercing damage to you.
9 You run onto soft earth. If you do not use your action to dash this round, make a DC 15 Athletics check. On a failure you sink into the mud and cannot move until you spend 20 feet of movement to climb out.
10 A pit of snakes blocks your path. You can spend 10 feet of movement to go around the pit or make a DC 15 Dexterity (Acrobatics) check to swing from a vine. On a failure you fall into the pit and take 1d8 piercing damage and 1d8 damage. It costs 15 feet of movement to get out of the pit.
11 – 20 No complication.

PDFs

Would you like this chase complication table in a PDF by itself or along with all the other fifth edition D&D chase complications I’ve designed for this blog? Grab one below.

Swamp Chase Complications Table

Chase Complication Tables

If you don’t want to grab them now, but decide you want the PDFs at a future date, head on over to the Free Game Resources section of this site where the documents will live along with monstersmagic items, backgroundsD&D fifth edition rules modulesspellsadventures, 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 and share this blog post, and/or leave me a comment and let me know you think. Thanks!

I’m fond of chase sequences. The fifth edition Dungeon Master’s Guide has introduced some great chase mechanics for DMs to use in their Dungeons and Dragons games. I’ve had an article published about running chase sequences in EN World EN5ider Magazine which you can read if you pledge a single dollar a month to the Patreon campaign (though I recommend you contribute another buck or two to get their sweet adventures and more). On this very blog I’ve posted the sewers and treetop city chase complication tables. Today I want to add a few new complication tables to the mix, but they’re beyond the usual foot race. I’m talking about chases up in the sky and through water. Below are chase complication tables for a flying chase and saltwater chase.

Flying Chase Complications
d20 Complication
1 A massive gust of wind blows against you. Make a DC 15 Strength saving throw. On a failure, the wind pushes you back 10 feet at the start of your turn.
2 A flock of birds blocks your path. Make a DC 15 Dexterity (Acrobatics) check. On a failure, the birds count as 15 feet of difficult terrain and you take 1d10 piercing damage.
3 Suddenly the air around you becomes very thin. Make a DC 10 Constitution saving throw. On a failure you suffer one level of exhaustion which lasts until the end of the chase.
4 You pass by a giant eagle. Make a DC 15 Wisdom (Animal Handling) check. On a failure the eagle joins the chase and chases after you with hostile intentions.
5 A random atmospheric disturbance occurs around you. Make a DC 15 Dexterity saving. On a failure you are hit by a small jolt of lightning and take 4d6 lightning damage.
6 A cloud is in your path. Make a DC 10 Strength (Athletics) check or use 10 feet of movement to move around the cloud. On a failure the cloud counts as 10 feet of difficult terrain and you are vulnerable to lightning damage until the end of the chase or until you take fire damage.
7 A passing peryton decides to make a meal out of you and joins the chase.
8 You fly into a weak magic zone. If you are using magic to fly, make a DC 15 Intelligence (Arcana) check. On a failure you hover in the air and cannot move by means of magical flight until the start of your next turn.
9 A random atmospheric disturbance occurs around you. Make a DC 15 Constitution saving throw. On a failure you take 1d6 thunder damage and are pushed 10 feet in a random direction determined by the DM.
10 Violent winds assault you. Make a DC 10 Strength (Athletics) check. On a failure you are moved 15 feet in a random direction (determined by the DM).
11 – 20 No complication.
Saltwater Chase Complications*
d20 Complication
1 A giant octopus joins the chase and chases after you.
2 You run into a patch of seaweed. Make a DC 10 Strength (Athletics) check. On a failure the seaweed counts as 10 feet of difficult terrain.
3 A sudden riptide grabs you. Make a DC 15 Strength (Athletics) check. On a failure you are pulled 15 feet in a random direction determined by the DM and suffer one level of exhaustion which lasts until the end of the chase.
4 A large piece of jagged drift wood pulled by a fast current speeds toward you. The wood makes an attack against you with a +5 bonus to the attack roll. On a hit you take 1d8 piercing damage.
5 A coral reef lies in your path. Make a DC 10 Dexterity (Athletics) check. On a failure you are hooked my the coral and take 1d4 piercing damage and lose 10 feet of movement.
6 A large swell or wave is headed your way. Make a DC 15 Strength (Athletics) check. On a failure you are pushed back 15 feet at the start of your turn.
7 A reef shark approaches you. Make a DC 15 Wisdom (Animal Handling) check. You make this check at disadvantage of you are not at maximum hit points. On a failure the shark chases after you.
8 A school of jelly fish is in your path. You can spend 10 feet of movement to move around the jellyfish or make a DC 15 Dexterity (Athletics) check. On a failure you take 2d6 poison damage and lose 15 feet of movement.
9 A rock lies in your path. Make a DC 10 Strength (Athletics) check. On a failure you lose 5 feet of movement and take 1d10 bludgeoning damage.
10 A you are assaulted by currents in all directions and a small whirlpool forms beneath you. Make a DC 15 Strength (Athletics) check. On a failure you lose 10 feet of movement and suffer one level of exhaustion.
11 – 20 No complication.

*Note you may make a vehicles (water) check with the appropriate ability in place of an Athletics check if riding in a water vehicle during the chase.

PDF

Would you like these chase complication tables in a PDF along with all the other fifth edition D&D chase complications I’ve designed for this blog? Grab them below.

Chase Complication Tables

Saltwater Chase Complications Table

Flying Chase Complications Table

If you don’t want to grab them now, but decide you want the PDFs at a future date, head on over to the Free Game Resources section of this site where the documents will live along with monstersmagic items, backgroundsD&D fifth edition rules modulesspellsadventures, 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 and share this blog post, and/or leave me a comment and let me know you think. Thanks!

A new episode of my podcast, The Round Table, is up on The Tome Show’s website.


I sit down with Wolfgang Baur, Kobold in Chief of Kobold Press to talk about the company’s Kickstarter for the Tome of Beasts and the Book of Lairs for fifth edition. These awesome offerings are already funded, but the Kickstarter is still going strong so get yours now. This podcast was recorded on October 6, 2015.

Please rate and review us on iTunes, it helps a boat load!

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