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Astrological Forces: Vampire Zodiac
by Christopher [Verified Purchaser] Date Added: 03/10/2024 15:54:56

This is awesome! Highly imaginative and I'm personally going to make great use of it. Great angle for background lore and worldbuilding. Thanks!



Rating:
[5 of 5 Stars!]
Astrological Forces: Vampire Zodiac
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Lost Prehistorica
by Christopher P. [Verified Purchaser] Date Added: 03/21/2021 22:27:06

Lost Prehistorica is one of the very best 3e supplements you'll find for the genre. Period.

But hey! If you're in the mood for a 5e version that was very clearly ripped off in large pieces from this book by Fat Goblin Games' Ismael Alvarez - go check out Simple Settings : Savage Lands!

You'll find a lot of material familiar, if you already own this book.

Kudos to Ismael on being able to poorly summarize this far superior book, YEARS after this was published by people who clearly worked much harder on it and to greater effect.

Happy gaming!



Rating:
[5 of 5 Stars!]
Lost Prehistorica
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Land and Home Guide
by A customer [Verified Purchaser] Date Added: 06/01/2019 22:17:27

Very useful for ideas about how to get players to settle in an area and play whack-a-diremole. It explained how a lord could give what appeared to be a good deal, but also how to bind the PCs closer. Building construction was done assuming regular construction rules (i.e. without magical enhancement, but that would be beyond the scope, and most magical enhancements already include rules within their descriptions).

Three options for quality of land types, though a GM can easily pick something between them. The GM could also mke up rules for letting the players improve the land ("Hey Druid, get to work", "Hey Cleric, know any naature gods or goddesses?", "Wizard, what are you doing now?") It gave a good and basic overview about what land would be like in a city, and icluded rules for equipping a home, quality of goods, etc.

It does not cover stting up a building for crafting, but that is not this book's purpose. It is to give a rough guide to ownership of land, basic home furnishings, basic land pathing (roads and bridges), and rough guide to making money off a farm.



Rating:
[5 of 5 Stars!]
Land and Home Guide
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Cargo Commodities Volume 1
by Michael [Verified Purchaser] Date Added: 01/24/2019 12:34:06

I liked this product. It filled the niche of what 'exotics' trade cargo is for Traveller. So it was a useful interesting product that helps my game. Thank you!



Rating:
[3 of 5 Stars!]
Cargo Commodities Volume 1
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Fantasy Commodities 4
by A customer [Verified Purchaser] Date Added: 11/16/2016 21:22:04

Don't. Buy. It.

An absolute waste of time, I cannot stress this enough. Not worth your time even if it was free.

among the 29 items in this set, you get: 2 types of cabbages 14 types of coral, of which 5 are dwarven Coral, 6 are Elf Coral, and 3 are Hag Coral Out of those coral, each coral type gets one description that is copy pasted.

So in reality, you get: 1 - Cabbages 2 - coral 8 other items, including coal, flour, tar, walnuts and truffles, of nebulous use.

This is by far the worst and laziest table I have yet to see, don't bother with it, free online resources would be better.



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[1 of 5 Stars!]
Fantasy Commodities 4
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Fantasy Commodities 2
by A customer [Verified Purchaser] Date Added: 11/16/2016 20:19:59

Honestly I am highly dissapointed with this book, even for the price. If you're thinking of getting this, buy the first one instead. Even better, get "Fantasy Fungi", which really shows this up, with more interesting descriptions and uses, more detailed descriptions, and better environment/habitat descriptions.

Many of the goods are things like millipedes, fireflies, minnow, earthworms, dandelions, which not only are typically priced at 1cp - why would an adventurer ever bother with such a small return? - but are exceptionally uncreative and just a bit of a let down, honestly. This could be redeemable if the ones that say they are used by "alchemists, potionists and wizards" gave a good reason for their use, but they really don't. I'm not sure why these were considered to be a "fantasy commodity" i don't see what is fantastical about them or what makes them a commodity... honestly, i doubt i'd even have an NPC village town in which these were of interest.

Then you also have to account for three different double ups - a couple of animal products that are the same, as well as some ore that has near identical descriptions, and then utterly no reasons given for their price.

I know the price is very good, and there are a couple things that are interesting - but thinking about it, I'm not sure if it was worth trawling through for the gems. As I said - better stuff out there, even for this pricetag. I'm just not sure what the creator was thinking with some of this stuff. A little lazy.



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[2 of 5 Stars!]
Fantasy Commodities 2
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Fantasy Fungi
by A customer [Verified Purchaser] Date Added: 11/16/2016 12:32:34

Exactly what it says on the tin: A huge selection of fantasy mushrooms for alchemy, craftmen and cooks. You never knew you needed this, but it contributes a huge amount of flavour for your campaign, with all sorts of uses.



Rating:
[5 of 5 Stars!]
Fantasy Fungi
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100 Whispered Insults About The Adventurers
by Michael S. [Verified Purchaser] Date Added: 02/13/2015 21:49:44

Yeah, there are some bad ones in here. But there are also some good ones, too, and you can always use them to come up with other ideas, which is what I think can make lists like this so great. And it costs what, a buck? It's certainly worth a buck.

But I was thinking there might be a little more setup, something that would give some atmosphere and context to a given situation. Something like: "when a certain party member orders their drink or meal, and for the first time they start to drink or eat and a few random times after that, revulsion and laughter can be heard at a table on the other side of the tavern..."

I won't mention the good ones -- and there's plenty to be had -- here for obvious reasons. But I did also feel that the wording on some of them just didn't feel right. For example, it's a little awkward to say, "Oh look, the travelling carnival is back!" ..wouldn't it be more realistic to overhear something like: "Someone looks briefly as the group sits down, saying quietly, 'Travelling carnival's back.'"

You could certainly combine these two ideas. Lies or private details that could draw the party in to a side-quest (or trap!), like "as you walk by, you hear someone speaking about a party member: "And they think he stole that from the Guild, too..." ("Guild" or other organization one or more of the party belong to, such as a smith's guild, a mage's group, or a thieve's guild, or something else.)

LIKED: Lots of variety, more different kinds of descriptions than I expected

DISLIKED: Missing some realism, would be nice to have a little more atmosphere.



Rating:
[3 of 5 Stars!]
100 Whispered Insults About The Adventurers
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Mundus Novit: The Changed World - Source Book
by Dustin W. [Verified Purchaser] Date Added: 10/14/2014 16:00:09

This is a warning to anyone who sees the "D&D/d20, 3.x/d20/OGL, d20 Modern" label for this product before they read the label saying that this setting is "System Agnostic": THE LATTER OF THESE TWO LABELS IS THE MORE ACCURATE ONE. My apologies for typing in all caps, but honestly, don't make the same mistake I did and expect there to be any new Basic or Advanced Classes, Occupations, Feats, Talent Trees, Weapons, or even monster or character stats here. This book is 100% "fluff," 0% "crunch," and thus has no such data in here.

Rather, all you'll be getting is one big backstory behind the setting that lasts for several pages before it FINALLY describes the "Trigger Event" of December 23, 2003, when everything changes. You also get background information for each of the different organizations within this reality and tips on how to incorporate the ideas in this book into your own campaign, but...I'm sorry. The world described here just feels very bland and generic compared to the realities depicted in such campaigns as Mythic Dream Studios' Dark Inheritance, Game Monkey Press's Valherjar: The Chosen Slain, Frughtlupes' Center Space, and Second World Simulations' The Second World, just to name a few. Heck, even Poor Gamer Press's The International Protection Agency had more flavor--and useful information, for that matter--than this book did, and that book was very sloppily organized, which is a flaw that this book thankfully doesn't have (even though bookmarks would have been a nice touch, I'll admit).

Overall, this was a waste of money on my part, and quite frankly, if I had the option of going back in time on the day I'd purchased this product, I would have waited until the price had dropped to, say, $1.99 tops. At $5.99 though, there are MUCH better campaigns and game supplements out there, be they d20 [Modern], system agnostic, or otherwise.



Rating:
[1 of 5 Stars!]
Mundus Novit: The Changed World - Source Book
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City Guide 1 : Everyday Life
by Dra8er H. [Verified Purchaser] Date Added: 08/09/2013 06:04:50

Nice product. Great fluff for GMs that don't have the time to populate a city with businesses. It's got some interesting hooks and ideas to help you on the fly. A GM could also use this as a great starting point to get their own city up and running. Full of ideas and a decent price I'd recommend it to anyone looking to get their city going!!!



Rating:
[4 of 5 Stars!]
City Guide 1 : Everyday Life
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City Guide: Harbor Side Mess Hall
by JK R. [Verified Purchaser] Date Added: 06/02/2013 06:17:35

This is a description of a dockside restaurant, such as could be found in almost any port city, or even one on a large river. Its 18 pages long, and very detailed for what it is - all the doors and locks are described, for instance, along with a 2-page description of the available menu. There are twelve named NPCs, with full stats and well-rounded descriptions, covering the restaurant's permanent staff and a few regular entertainers. There are also generic stats and descriptions for a host of patrons and temporary hire staff (serving girls, errand boys, etc.)

If what you want is a detailed description of a restaurant where PCs can meet up, or arrange meetings with potential employers, or whatever, this is likely pretty useful. But there are a few down points. For one, there's no map, which is surprising giving the level of attention to everything else - although the layout of the building is at least described in the text. Although the layout is good, there are a number of typos throughout, and the description of the entertainment room is missing altogether (and replaced with a description of the women's toilet).

In addition, at the end of the day, it is just a restaurant. There are no dark secrets hiding here, although there's potentially some money to steal if you're that way inclined. The characters are well-written, and believable, and therefore great as background NPCs, but that's all they are - if you're looking for urban adventure and mystery, this may not be for you. There are a couple of suggested plot hooks at the end, but they're minimal (one is just 'rob the place'), and don't add much to the product. There's also relatively little fantasy feel to it, apart from the presence of a single dwarf, although that may make it easier to fit into cities in almost any campaign.

On the plus side, 18 pages isn't bad for the price, which nudges it up to 4 stars.



Rating:
[4 of 5 Stars!]
City Guide: Harbor Side Mess Hall
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Moon Elves
by JK R. [Verified Purchaser] Date Added: 11/25/2012 06:27:26

This is a sourcebook describing a variant version of the standard d20 elf. (I'm not sure where the title comes from, incidentally, as they are never referred to as "moon elves" in the book, and they don't seem to have any obvious lunar connection). The intention, however, isn't for a minor race of elves in some obscure place, but as a replacement for the standard version - although there wouldn't be anything to stop you using it as the former, of course.

For the most part, these elves do follow the usual tropes, and they are instantly recognisable as elves - there's nothing dramatically weird or different here. However, there are changes to the usual version here and there. For example, they tend to be more lawful in nature, and they age at a different rate to the d20 default. So it's a distinct vision, but not a radical re-imagining.

Around a third of the book is taken up with a very detailed account of elven society, that covers just about anything you'd want to know concerning any culture. This really comes alive (although its not going to be very relevant to a dungeon-focussed campaign), and is both well thought out and thorough. It is accompanied by excerpts from the diary of a human compelled to live among elven society, that's rather better than most such fiction, and complements, rather than distracting from, the main text.

The next section covers elven items, both magical and mundane. There are a range of clothes described here, many of which are for flavour, rather than providing specific rules effects. Others, however, range from providing minor bonuses up to 5th level magical items. This is followed by some potions and a host of magical items of various kinds. Most are low to moderate level, but with some that are much higher. In general, there isn't a strong elven feel to them, beyond the descriptions, but they are fitted into the culture outlined in the first section.

The weapons and armour are rather more obviously elven, and there's a great section on magical arrows, with a number of examples. That's followed by even more magical items, presenting a wide range of different powers; many of these have a 'nature' theme, although the actual effects are quite broadly applicable. There are three unique magical artefacts (although one's essentially a joke) and three cursed items - something one rarely sees in these sorts of supplements.

The third section of the book deals with magic. There are many spells here, most of them between first and third level, although with a few stretching all the way up to ninth. Rangers and druids are best served here, since many spells have a natural theme, but there are also a number of sorcerer/wizard spells, related primarily to stealth and grace. There are ten clerical domains included, based around elven themes such as nature and beauty. On the whole, these are going to be more useful in wilderness or social/city based campaigns than down a typical dungeon. Some of the granted powers might even be a little overpowered for the latter.

The fourth and final chapter provides prestige classes. Presumably, they're intended only for elves, although, technically, the class requirements don't mention this. Foresters are a way for rangers and druids to specialise in stealth and sneak attacks, although they don't really provide anything else. The carouser is a party animal who specialises in social skills such as Diplomacy and Bluff, and therefore is obviously only going to work in certain campaigns. Nor is there any particular reason why they should be restricted to elves that I can see.

Noble warriors are more obviously combat oriented, but giving a mix of social and leadership abilities. Rather more directly useful in a fight are the sword-singers, with abilities related to rapid movement and enhanced damage. Similarly, rune-blades are warriors with some magical abilities bound into their swords - there are a range of different options for this one.

Spotters specialise in, well, Spot checks, with a few other vision-oriented abilities thrown again. Which can doubtless be useful, but is probably rather narrowly focussed for most tastes. Finally, there are masters-of-tongues, with abilities relating to subterfuge and infiltration; some of these are combat related, although they're probably more useful in an urban setting than elsewhere.

Most of the interior artwork is reasonable, although no more than that, but the cover, and the pictures used for the prestige classes are rather better. On the whole, the book is well written, and well laid out, although there's a fair bit of colour that may be a problem if you're intending to print it all out. At over 100 pages, it's also quite a hefty tome, and very good value for the price, causing me to nudge it up into the 5-star bracket.

If there's a downside, it's that this is not so useful for traditional D&D style games. To my mind, that's not a bad thing; this book, like the elves it described, focusses on social interaction and on agility and perception rather than brute force. Some of it, at least, is therefore going to be useful in any campaign with those themes, whether or not elves are a major focus. But it's probably wise to be aware of that.



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[5 of 5 Stars!]
Moon Elves
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100 Shops
by Petter T. B. [Verified Purchaser] Date Added: 11/09/2012 07:43:45

It was 100 Shops allright, but I found that it really failed in being any more than a list of professions. I mean, "mattress shop" , apart from the "Now I gotta stand in the tea-chest" - puns, would one find that in a medieval city?



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[3 of 5 Stars!]
100 Shops
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Hammer of the Dwarven Lords
by JK R. [Verified Purchaser] Date Added: 11/03/2012 11:10:36

Hammer of the Dwarven Lords is a sourcebook about dwarves, with a particular focus on alternate dwarven cultures. The first part of the book describes three such cultures, based loosely on Celtic, Viking, and Mongol themes, respectively. They are described in a fair amount of detail, with a lot of thought into the various features that really bring a culture alive. For example, there are sections on the various stages of life for each culture, as well as information on clothing, food, music, and so on, in addition to more obvious features such as warfare and government.

The fourth chapter covers a range of dwarven gods. Each is described in general terms, with a number of variant options, allowing them to be easily tailored to any campaign, and, as with the cultures, imbuing dwarven society with a real variety, rather than forcing it into a single mould.

The chapter on equipment describes some new weapons and armour specific to the cultures described earlier. It also includes eleven alchemical items and twenty two magic items. All of these, obviously, have a dwarven theme, but many would be more generally useful in a campaign and there is a good range of powers and effects here. Especially interesting in this chapter is a section on magically strong alcoholic beverages. These are effectively potions, but each has a nasty alcohol-related side-effect triggered if the imbiber fails a Fortitude save. It's an interesting and original idea for d20, reminiscent, perhaps, of the drinks in the old RQ Trollpak.

Chapter six deals with magic, and includes nearly fifty new spells, running the gamut from first to ninth level, including many that would be useful in any campaign. In addition, there are two new cleric domains for the gods described in chapter four, and a section on creating magic tattoos.

Chapter seven provides a number of feats for use in wrestling matches, bringing something of a WWF feel to the game (and, again, not just useful for dwarves). The final chapter provides two NPC classes and six prestige classes, all of which seem well thought out and that cover a good variety of different themes. All have a clear dwarven flavour, bringing different aspects to the fore.

The book is well laid out, with mediocre to good artwork. Aside from the cover, it's all line artwork, and easy to print. I didn't spot any problems with proof-reading or editing. All in all, its an excellent book, and, for 86 pages, a bargain at $4. If your campaign has dwarves in it (or even if it doesn't - a lot here is more broadly applicable) and you're looking to give them some more detail, flavour, or magic, I highly recommend this book.



Rating:
[5 of 5 Stars!]
Hammer of the Dwarven Lords
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Interesting Interactions: Zombies
by john b. [Verified Purchaser] Date Added: 07/27/2012 13:05:55

was worth the money and very creative. Even a master DM needs some new words sometimes. I mean really how many times can you say Braiins Braiins, ect. hehe. thanks



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[5 of 5 Stars!]
Interesting Interactions: Zombies
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