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This is one of the few books on DMsGuild that I've read cover to cover, and it is well worth the money and time. This book is an invaluable tool for Dungeon Masters and players alike who want to expand upon the forgotten parts of the “Unapproachable East” in Faerun.
The product is almost fully black and white, which adds to some of the flavor, but could be seen as a downside. The font is also nice and large, and pages are well organized and eye-catching. There is so much flavor brimming in this book. From lore both official and expanded, quest hooks, descriptions of local, natives, deities, rituals, everyday life, and so much more. You can read about the mighty berserker lodges and then use them for your players! It leaves plenty of creative space for a GM to not feel confined to the setting and lore, while still giving options and expansion needed to run the adventure.
There are of course player options ranging from backgrounds to subclasses to spells to a brand new Wychlaran class. The class itself would need some changes outside of this setting, as it is innately tied to the land of Rashemen. However, almost all the rest of the options are useable in any other setting.
This book is very close to being a number one choice on DMsGuild, and if you like lore and going away from the Sword Coast of Faerun, this book is for you!
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The title of the product is misleading. I would call this “Palace of Heart’s Desire Remix.” Out of all this author's works, this is the one I find most disappointing, which is a real shame because the others are really good, and I highly recommend you look for more products by this author.
If you’re buying this product, you are mostly buying maps. The quality of the maps is not bad, but the contents of the remix leave much to be desired. Many people have complained about the final adventure, but I don’t think this product is the solution. With about seven pages, most of which are dedicated to the newly added rooms, the remix doesn’t do much to improve the adventure. The premise is interesting, but the execution just wasn’t there.
Once again, I highly urge you to check out other products by the author, just maybe skip on this one.
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This is an amazingly cute book. If you like minor magical abilities that are for fun and flavor based around the home, then you'll love this book. If you're running an adventure set mostly around social adventures, this book is perfect for your players. If you have players who are looking for some light-hearted and fun magical spells and items, this product will make them smile!
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As you might guess, this book expands on Chapter 1 of Wild Beyond the Witchlight. It introduces new attractions, games, and ways to interact with old attractions. It offers new backgrounds and ways to integrate your party into the WBtW adventure. It also offers a wide variety of rewards and minor magical items for participating in the carnival’s games, as well as scenes throughout the carnival. The Thunderdome! Attraction alone is almost worth buying the supplement.
Any GM looking to improve or add onto their Witchlight Adventure will certainly want to pick up this book.
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This is the big one, the one that started it all. If you’re even reading this review, you’ve probably heard something about this book before. If you’re like me and had never heard of Sly Flourish, Mike Shae, the Lazy DM, or anything like that before buying this book: Welcome!
This book gets you thinking before and after you start your TTRPG session. It gives you the steps you need to prep and get ready to run your sessions. It then teaches you to run those sessions with less prep and fewer steps. It talks about some of the realties that you’ll face as a Game Master, the truths you’ll embrace at the table.
If you spend too much time prepping your sessions, you can learn to cut back and focus on what you actually need that session. If you underprepare, you can learn to work on the bare minimum and how to improve your improvisational skills. And most importantly, you can learn how to work at the table.
While not every bit of advice will land with every GM, there are lessons you can learn, and I, myself, like to revisit this book once in a while to remind myself of what I could do to improve. You can always grow. And there’s plenty of advice that you can obtain from here.
I highly recommend this book for GMs new and old, Dungeons and Dragons, Pathfinder 1e and 2e, Old School Revival, Call of Cthulhu, or whatever TTRPG you play. You will find use in this book somewhere, even if you look through it and realize you do things perfectly for your group as-is.
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An AMAZING product for any GM. Full of tables, names, lairs, guidelines and suggestions for your (mostly) fifth edition fantasy games, this book is an amazing resource for GMs new and old. While the contents of this book (out of Mike Shea’s big three) is aimed mostly towards fifth edition, most of the materials can be used in any TTRPG system. The inside is beautiful to look at as well. Not just the lairs, but the art and layout are easy on the eyes. It uses a nice big font size for my poor old eyes!
If you’re new to RPG scene, this book will help you improvise at the table when you really need it. There will be some random dwarf you need a name for. Or your party will be traveling through the war-torn wastes of Kal’ikza and you want them to stumble onto something but you’re not quite sure. Or maybe you just need random tables to inspire your next session after a long workweek. This book is the perfect tool to help you at the table during the session.
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One word: Hilarious! Packed full of memes, puns, and corny jokes for your whole party, the adventure and subclasses will be laughed about for days to come. An excellent pick from the hamster himself.
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With so few modern day materials for Kara-Tur, it's a breath of fresh air to see this book. A fun little guide of 100 trinkets themed around the lore of Kozakura, perfect both for a East Asian campaign, or running in the forgotten lands of Kara-Tur itself!
Worth every penny if you plan to run in the applicable settings, otherwise might just be fun for the inspiration.
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You should always talk with your players and group when approaching material like this. Don't bring this kind of material into your games if you can't be adults about it.
With that out of the way, the book is mostly random tables designed to get an idea for what your character is like sexually. There are pick=up lines, attractiveness scores, and suggested rolls for when you're having a good time. The book is fairly bare-bones and is features no safety tools or guidelines for approaching the topic of sex, sexuality, or attraction on a comprehensive level. Really, this book is just for those who want some kickstarted ideas into the sex life of their characters.
I wouldn't recommend this book if you're looking for something deep, but if you're looking for some loose rules and some fun tables, pick it up and roll with it. And don't feel like you need to stick to every detail as well. Use these as guideline if you do use these.
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What can I say that hasn't been said? This book is a great resource for turning the fun of subclasses and player options back on your players! It's fun, quirky, and imaginative. Highly recommend and I've had plenty of fun with these in my own games. The stats are mostly balanced and you'll have a great time when your players go "OMG! I know what's they're doing!"
5/5 book and would recommend to any GM looking for a bit of fun.
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Tome of Warfare is an underrated classic in my opinon. If you were a fan of the old 3.5e Tome of Nine Swords and Miniatures Handbook, this is the perfect book for you.
It's a little outdated power-wise, and most of the classes and subclasses may feel a little underwhelming (YMMV). The feats, items, stat blocks, and flavor of the book, however, will steal your heart away like a long-fought seige. It carries the weight and feel of a 3.5e book into 5e, which can be good or bad for some. I've enjoyed a bit of crunch in the day, so understanably, if you're not looking to run a campaign with themes of war, famine, and loss, this may not be the book for you.
However, if you enjoy the tactical warfare and combat crunch of old wargames, you will enjoy this book. If you enjoy commanding small armies (or really big armies!) you will get to feel like a real commander here with an impact on the battlefield.
As a DM there are plenty of options and monster stat blocks, including some classic monsters like the Bugbears and Hobgoblins with new variants, as well as instructions and suggestions how to make armies with them. Spells presented in the book may also do well as powerful and nation devestating for your BBEG to wreak upon your unsuspecting players.
It's a good book, and if you like playing number crunch and miss 3.5e, this is a good bit of spice to add to your games.
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This is the perfect tool for enhancing the Wand of Wonder in your D&D 5e games. In addition to being good fun, you can use the tables as inspiration for additional (if not incredibly powerful) wild magic surges in your campaign. It's a short and easy to use tool which you can print out and place on a card or piece of paper, or copy the images onto a handout in your VTT of choice for your players to enjoy. Or keep these tables a secret for some truly wonderous gameplay!
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