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100 Random Mercenary Companies
Publisher: Azukail Games
by Maximilian W. [Verified Purchaser]
Date Added: 06/17/2019 14:01:03

I liked it. Short enough to be readable, varied enough to be interesting. Stackbeard's Sapper's above is representative of the amount of detail in each entry: an interesting name, a few words about their unique shtick (quick-tempered desert warriors, or river-running transport experts), and sometimes a few tactical notes (favors surprise attacks under cover of darkness).

The way I plan to use this product is to keep it on my shelf and pull it out when I need a spur to my creativity for a quick origin for some initially-unimportant NPCs, like the guards on a city wall: "you squint at the walls and don't see anyone manning them at first, but then you see the tops of some plumed helmets, and as you approach the gates you see the banner of the Fearless Fraternity, a medium-sized mercenary band of pint-sized halfling warriors, noted for their extreme, sometimes suicidal bravery." In addition, browsing the tables in this product gives me ideas for new lands and kingdoms I might want to add to a campaign on a more permanent basis, as major players.

Excellent product, five stars.



Rating:
[5 of 5 Stars!]
100 Random Mercenary Companies
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Immortals Companion
Publisher: Gurbintroll Games
by Maximilian W. [Verified Purchaser]
Date Added: 02/11/2017 19:08:59

The time-travel ideas are pure gold. Terrific inspiration for creating megadungeons to facilitate open play.



Rating:
[5 of 5 Stars!]
Immortals Companion
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Monsternomicon: Mind Flayers
Publisher: Dungeon Masters Guild
by Maximilian W. [Verified Purchaser]
Date Added: 01/21/2017 10:13:14

So much fun! I liked the discussion on mind flayer ecology and psychology. For some reason, having a group name ("a sept of mind flayers") really tickles my fancy.

It is possible that someone who played 3E might find less value in this product than I did, since I think some of the ideas like ceremorphosis that I found really cool actually originated in 3E--but I liked reading about the details, and I just found this product really cool.

I did find one piece of psychology a little bit flat though: the "goals and desires" section basically says they're power-hungry munchkins focused on growing their power at all costs. Ho hum. It's a bit of a missed opportunity--too bad the writer couldn't come up with something more inspiring, but oh well, neither can I.

BTW, the Elder Brain can create Intellect Devourers as a Legendary Action, which I find terrifying and pleasing. :)



Rating:
[5 of 5 Stars!]
Monsternomicon: Mind Flayers
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Classic Modules Today: G1-2-3 Against the Giants (5e)
Publisher: Dungeon Masters Guild
by Maximilian W. [Verified Purchaser]
Date Added: 10/04/2016 00:18:20

Has some useful reference sheets (CR/XP award/MM page numbers for all the monsters referenced) and conversions of traps and custom monsters. I haven't done a detailed comparison to know whether e.g. the magic items have changed, or the number of monsters in each encounter, but even just the trap conversions and the monster conversions are well worth the dollar I paid for it.

Very concise and readable overall. I look forward to using this to run the adventure.



Rating:
[4 of 5 Stars!]
Classic Modules Today: G1-2-3 Against the Giants (5e)
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Updated Combat Rules
Publisher: Dungeon Masters Guild
by Maximilian W. [Verified Purchaser]
Date Added: 06/04/2016 01:47:27

Interesting ideas, and I'm glad to see these kinds of products being published. But as far as the rules themselves go, there's a lot of power creep (you can use Dodge to add Acrobatics to your armor class instead of Dex? +17 to AC, really?) and are light on concrete guidance and/or tables that you could give to players. As an example of a concrete rule done right, I'll point to the "Uneven Footing" rule, which you could give to a player on your "house rules" handout to let him know in advance exactly how much he should consider prioritizing leading enemies onto bad terrain. (I'd make it an Acrobatics check instead of a Dex save though, because Acrobatics needs reasons to exist apart from Athletics.) But then other rules, like Combined Attack, are horrifyingly imbalanced (sum all the attack bonuses; then sum all of the damage) whether used by or against the PCs, and instead of adding a nice rich complexity to the game would alter it beyond all recognition. Imagine if a squad of six hobgoblins got to attack at +18 for 6d8+12d6+6 damage!

Overall I give it high marks for vision and moderate marks for execution. I don't regret the $4 I paid for this product.



Rating:
[3 of 5 Stars!]
Updated Combat Rules
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Greenest Raiders Loot Table
Publisher: Dungeon Masters Guild
by Maximilian W. [Verified Purchaser]
Date Added: 06/04/2016 01:29:11

What it says on the tin. It's a two-page printout that you can use to generate in-town loot. If you bring this to your table with you, it could smooth over the times when your players decide to loot pockets and you have to invent something out of thin air for them. You could make your own table with about thirty minutes' effort, but this thing is nice to have on hand. I paid $2 for it and I think I got a reasonable deal.

I'd like to see more products along these lines on DMs' guild: actual useful DM tools for making your game better.

Nice job!



Rating:
[4 of 5 Stars!]
Greenest Raiders Loot Table
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Adversaries & Allies
Publisher: Dungeon Masters Guild
by Maximilian W. [Verified Purchaser]
Date Added: 02/06/2016 22:51:35

What it says on the tin: MM-style NPC stat blocks for a variety of archtypes, mostly drawn from PC classes. Nice presentation, has some unique mechanics and weapons (like the City Watch's Mancatcher weapons) listed for certain variants. If you like and use the MM NPCs more than PHB NPCs, you will enjoy and appreciate this book. Even if you prefer to create NPCs using PHB methods, you will still derive some value from the spell lists and fluff text, and from NPCs like the Smith, the Rule, and the Street Urchin who don't come from PC archtypes.

I'm giving it four stars out of five because I felt the product is a bit shallow, on par with the 5E MM but not exceeding it. In order to get five stars the product would need to supply insights into how to use these NPCs effectively at a glance--after all, stat blocks are the easy part. Coming up with motivations and behavior is hard.

For example, I'd love it if a given archtype (Necromancer) had a short list of common Names (Theophilus the Grave, Uric of Tibia, Sazael); common Motivations to create potential conflict with the PCs (Plunder treasure, Steal Bodies to Animate, Trade/Steal Spells); common Tactics in a fight (order zombies to attack and cast Stinking Cloud followed by successive Fire Bolts; as soon as the tide turns and six zombies are defeated, Dimension Door away and Hide); and common rewards for allying with/pleasing/impressing/defeating them (Bounty: 500 sp from local sheriff for killing known criminal; a collection of skulls with gems inset for eyes totalling 440 gp in value; a lengthy lecture detailing common weaknesses of ghouls, vampires, and liches, and how to spot the signs of their presence; membership in a secret cabal).



Rating:
[4 of 5 Stars!]
Adversaries & Allies
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Wizard Tradition: the School of Chronomancy
Publisher: Dungeon Masters Guild
by Maximilian W. [Verified Purchaser]
Date Added: 01/25/2016 19:42:04

Interesting one-pager. The chronomancer class might be a bit overpowered (especially the 14th level ability which is functionally equivalent to a fighter's Action Surge, but usable every encounter), but for optional material that's probably okay, because at least it's not boring. Also Temporal Savant at 2nd level is written to apply to spells of (apparently) all schools, whereas I was expecting it to pick out specific wizard spells like Time Stop/Teleport/Arcane Gate for the regular "savant" benefits.

Production values are nice, and the ideas are fair. I would pay $1.00 for this but probably wouldn't allow one in my campaign unless the player was really a huge fan; and then I would have to think hard about what to nerf in addition to Temporal Savant. But at least it isn't boring!



Rating:
[4 of 5 Stars!]
Wizard Tradition: the School of Chronomancy
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Tomb of the Forgotten God
Publisher: Dungeon Masters Guild
by Maximilian W. [Verified Purchaser]
Date Added: 01/19/2016 13:08:38

Nice, simple dungeon. Pretty good balance between exploration and combat. Seems likely to reward intelligent play more than Hack 'n Slash. I liked that it explicitly called out likely consequences and next steps if the PCs fail in their mission.



Rating:
[4 of 5 Stars!]
Tomb of the Forgotten God
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Old School Hacks Vol. 1: Hexcrawling - Wilderness Exploration and Random Encounters
Publisher: Dungeon Masters Guild
by Maximilian W. [Verified Purchaser]
Date Added: 01/18/2016 23:54:42

First part of the PDF felt like a bit of a re-tread of Out Of The Abyss, but perhaps that is necessary for completeness. I enjoyed the random tables at the back. Worth the $5.00 that I paid for it.



Rating:
[4 of 5 Stars!]
Old School Hacks Vol. 1: Hexcrawling - Wilderness Exploration and Random Encounters
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