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A fun addition to Death House and a must-have if you're running the module and don't want it to all feel a little flat after the sacrifice/not sacrifice.
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Like all of this author's books, there is a lot of imagination and art going into these subclasses. My players love to pick out the more unusual subclasses and test them out.
In play, they range from undertuned to balanced, with none feeling too powerful. The undertuned tend to need a bit of work to keep them competitive, but I'll take that over overpowered anyday.
All told, it's another fantastic product.
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A must-have if you don't want to have to invent your own ways to describe the scenes within Death House. This was a huge help in setting the ominous tone for my Curse of Strahd campaigns.
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The premise and some of the moments within this unique adventure are quite engaging, but it is a pain to run in practice. Key details require you to leaf backwards and forwards through the book, the overall formatting is a tad confusing, and the eventual dungeon has less to do with the intriguing kuo-toan antics than one might assume.
My players loved a lot about the setting (the warring kids, the kuo-toa) etc. but ultimately it was just too much of a hassle to run.
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Adventure's League modules can be very hit or miss in my experience, but Drums in the Marsh is a fun little jaunt to drop into an existing campaign or to run as intended. My players really enjoyed the premise, especially the free form approach to destabilising the lizardfolk camp before launching their attack.
I've not run the latter sections, but the opening gets a big thumbs up from my group of itinerant adventurers.
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A classic in every sense of the word. Does a terrific job of updating the original module and making it play in a totally new way.
I've been manually adapting it to 5e to accompany the flawed Princes of the Apocalypse model, and it has acted as an excellent complement to that particular module. Some deadly combats, some memorable NPCs, and an overall brilliant dungeon crawling adventure.
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This is a must have resource for all ten of my ongoing games, with the added variety crucial in keeping players on their toes. It makes scaling combats for different party levels a breeze, with the abilty to quickly sub in a higher level variation of a lower level creature a godsend.
The only way it could possibly be better is if I could purchase it on Roll20 for easy drag and drop. Someday!
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Creator Reply: |
Hi! Dragonix here! Since you've enjoyed MME, I wanted to let you know that my latest bestiary, Dragonix's Deadly Denizens Volume II, is coming soon to Kickstarter!
This 300-page monstrous tome offers a terrifying array of characters, creatures, and cryptids designed to spark your imagination and invigorate your 5th Edition fantasy campaigns. It provides an abundance of new monsters and combat mechanics, guaranteed to astonish and challenge even the most experienced players, keeping them constantly on guard!
If you plan on getting the full volume, pledge within the first 72 hours and receive 2 free adventure modules: The Wrath of Nightshade and The Terrors Below! Don't miss out on this limited-time offer!
Head to the pre-launch page and follow to get yourself notified! https://www.kickstarter.com/projects/dragonix/dragonixs-deadly-denizens-ii
Thank you for your continued support! |
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I was super excited for this module when I backed it on Kickstarter, immediately steering my Chultan explorers towards the titular Jungle Tomb for some old-fashioned exploration.
First and foremost, the flavor and tone of this is book are both terrific. My players loved hearing the detailed descriptions of various features within the pyramid, as well as encountering the uniquely twisted monsters that live therein.
However, they did soon become disillusioned with the adventure. They didn't mind it having an old-school feel of lethality and challenge to it, but they also felt that there was no real reward for their exploration. Each room is either empty or has a potentially grissly death in it, with precious few rewards to be found that seemed worthwhile. In some rooms, my players would latch onto a bit of the (terrific) description and try to figure out a puzzle that didn't exist. They wanted to engage with the place, but as written, they couldn't.
As the DM, I obviously knew a sizable prize awaited them at the adventure's conclusion and that a few items of note were scattered about, but I found myself inserting rewards or puzzles to give them some feedback on their thorough investigation. This isn't unusual in old school modules - Ruins of Undermountain is notorious for it - but it didn't land with my players the way I had hoped.
I'll defintiely be running it again - as I loved the tone and style - but I'll learn from my first run-through and ensure that some of the 'dead rooms' have a bit more to them.
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Creator Reply: |
Thanks for the insightful comments my friend. I'll take them back to the lab and make the next evolution all the better. Appreciate the support and thanks for backing the Kickstarter. - Levi |
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This is such a fun resource! I had a blast terrifying and befuddling my players as they explored the haunted woods that led them to the door of Baba Kawa, the hag that had been tormenting their village.
Reminding me a little of the haunting rules from Pathfinder, the various mysterious (and other things) explored here are a fun way to explore a fey wonderland, akin to the new environmental effects in Tasha's, but with a bit more depth.
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The concept behind this book is great. My players really enjoyed discovering tomes and making use of their downtime to study them.
For the price, it's a terrific find. I only wish there were more tomes included. I'd gladly pay more!
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Creator Reply: |
I'd love to have included more tomes as well. Maybe in the sequel :) thanks for looking and for the review! |
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If you're like me and you've long been disappointed with the fact that weapons in D&D 5e are little more than the dice you roll, this is the resource for you. Introducing a whole pile of new weapons, armor, weapon properties, masterwork items, firearms, and skills - it's a great way to flesh out your game to be something more than deciding whether your d8 is a longsword or a battle axe.
I don't play without it these days, with all of my games utilizing the more detailed arms and equipment included.
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This is hands down one of my favorite resources I've ever purchased on the DM's Guild. It's just such a wonderfully detailed and well organised supplement, jam-packed full of inspiring background, fun character options, and so many potential adventures that it prompted me to steer my ongoing game into the Shadowfell.
This reads like one of the good old-fashioned supplements Wizards of the Coast used to put out when they weren't limited to two adventures and an Unearthed Arcana compendium each year. Well worth the price and then some!
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If I had paid even 10 cents for this, I would feel like I had been swindled.
This is a one page Microsoft Word document converted into a PDF, in which roughly one third of the total word count is telling you to subscribe to their Patreon and follow their stream on Twitch. The rest is basically a poorly written rephrasing of information you could find in the DMG or in any free Reddit discussion on the subject.
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A must have if you're running Tomb of Annihilation. Not only is it packed full of fun new dinosaurs with which to surprise your players, but you've also got a selection of great zombified version as well.
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This is a solid addition to any Tomb of Annhilation library, with plenty of fun adventure hooks, NPCs, and handy tables to help you flesh out your campaign.
My party recently spent a memorable evening in the Thirsty Giraffe in, which is a really well done inn, especially when you compare it to the relative lack of detail given on the two inns included in the original module.
While the formatting is a little unorthodox, there's no faulting the quality.
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