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This is a good piece of work that seeks to address what some may consider to be plot holes or unsatisfactory writing. It focuses primarily on how certain NPCs are used to interact with the party.
While I am not sure if it is exactly what I would run, the suggested changes to provide guidelines that I can follow.
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This was a delightful stat block thatt I think captures Themberchaud as he appears on big screen. The death roll, the winged hop, and the breath that is more likely to be explosive gas. There is a lot of things that this dragon can do that will surprise the adventurers.
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Creator Reply: |
Thank you for such a kind review. I really appreciate the feedback and I'm glad that this stat block was able to capture what you saw from the movie. |
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This is a decent collection of magical items created to be used in the Border Kingdoms, and they are Border Kingdom specifc, the author deriving direct inspiration from Ed Greenwood's The Border Kingdoms. Though with a little finagaling they can be used anywhere. The items are unique and I would say have reasonable effects for campaign specific items. Though the creator's choice for some of their abilities baffle me and I would change it, such as the Arthlord's Fang.
I am also not a fan of the appearance, the creator using a combination of background and font color that is a little harder on the eyes.
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I found the ideas creative and unqiue feeling from the published D&D 5e magic items and the fact so many of them included snippets of lore is a nice touch.
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Hulls and Figureheads is as advertised, a list of differnt types of hulls and figureheads that can be used to magically upgrade a ship. The descrptions are purely mechanics with no fluff or flavor.
Some of the upgrades are useful while some I scratch my head at, but they do enncourage thinking.
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I consider this book alright, and really am giving it a 4/5 for the amount of effort I think the author went through to come up with all of the organizations in this book. The actual content I think is more of a 3/5.
You get just the starting kernal of an organization idea, a name for a contact, what the organization does, simple rules members have to abide by, and suggestions for downtime activities. It is a starting point but leaves a lot to the DM to fill in. Not necessarily a bad thing but less than I expected when I bought it.
I suppose I really feel is a question at the $10 price tag. For that much I am use to seeing a lot more in depth detail.
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An imaginative use of the Sewn sisters and the Ethereal Plane. I like the inclusion of these new monsters that are on the Ethereal as any use of the Sewn sisters may lead to the players using See Invisiblity and having more things on the Etheral Plane will keep them on their toes.
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Creator Reply: |
Thank you for the great review I really appreciate it! |
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I find this a fun spin on classic D&D monsters. A way to help those Legendary monsters pack a punch against those high level parties equipped with excellent magical gear, without adding a host of minions that make the battle feel a bit of a slog for both sides.
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This is a supplement that can support some of the seedier activities that doesn't often get touched on in official D&D (at least 5e), but I feel can be useful for story hooks. More importantly I think this book does an excellent job expanding on the idea of consumable magic items that provide strong immediate benefits, but also runs the risk of detriments later on.
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Armaments of Legacy is overall a good book detailing the idea of weapons changing as characters progress in ability and level. I feel like a lot of thought and effort went into creating the weapons and good tables for how that weapon may have a bond with the player in backstory, and acknowledges the ever helpful Dungeon Master's Guide for ideas of further customization.
While I don't think every weapon in here is great, I do think the majority of them would fit into most games solidly and I look forward to giving them a try.
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A well written piece that adds a few dashes of what what Mbala could have been in the distant past. Has reasonable plot hooks to get your players to Mbala. Offers several beautiful maps, one of Mbala and two battle maps. And offers new motivation for the resident's NPCs actions that are fully reasonable.
I like the addition of the mummy and secret tomb, and the Rain Stick is a very nice item that grants use of cantrips that are not over powered but will reward a creative player, and a +1 quarterstaff is not going to break the game. And the fun of an over eager player nearly dying to the mummy to receive this was great for the table
I am only part way through as of this review but I am really looking forward to the rest of Mbala
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Preface, the content is great. The book itself is wonderful lore and I would love to own a physical copy. However the scan is incredibly difficult to look at and read. Part of the problem is the background which is multiple shades of light blue in a pattern like the sky. To my eyes at least it makes it harder to see the writing because of the contrast. And that is probably my biggest complaint since I am relativly use to reading the small print of TSR publications on screens. This is just one of the hardest to bear.
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Simply a treat. Those early NPCs in OoTA are, for the most part and in my opinion, very interesting and dynamic. The author Adam Hancock put a lot of thought of how to turn the NPC descriptions in PC builds, particularly how to make the avowed pacifist work or adding a twist to a character I would have pegged for a fighter.
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