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I was really looking forward to the release of this revised version of Tasslehoff's Pouches of Everything. Ever since the release of Shadow of the Dragon Queen, which is a fine enough product for what it is, I'd been wanting a more thorough sourcebook for Dragonlance in 5E, one that wasn't afraid of what makes Dragonlance unique and getting into the weird details of the lore and detailing information from beyond the War of the Lance time period. I figured the Dragonlance Nexus, the official fansite for the setting since Wizards' buyout of TSR, would be the ones to deliver.
I had already downloaded the earlier free version of the book from the Dragonlance Nexus website some years ago, but I figured this more official and revised edition would be worth it, especially in print. It does an all right job, but there was some things I was disappointed in. One was the reliance on Monsters of the Multiverse for some of the races presented, like minotaurs, instead of a more unique Krynn version - while insisting on not using official versions for other races, like kender. There are so many different elves and gnomes presented, but not noble draconians.
More frustrating for me was that the book's timeline only goes up to the aftermath of the War of Souls, making it only slightly more advanced than the timeline in the Dragonlance Campaign Setting from 2003! There were seven more years of books after that and it's so hard to find a good summary of what the current state of the setting is, since most folks are so concerned with the War of the Lance time period. Did no one read any of the books after War of Souls?
The book, minus the included Champions of Krynn, Chapter 1 adventure is 107 pages long. A book I quite appreciate, the Sword Coast Adventurer's Guide is often maligned for its short length of 157. Tasslehoff's Pouches contain much more "crunch" - 74 pages of races, subclasses, factions, backgrounds, weapons, magic items and monsters compared to about 54 in the SCAG, leaving 23 pages for lore compared to the SCAG's 92. Unfortunately lore is what I need the most, given Shadow of the Dragon Queen's very surface level exploration of Dragonlance as a setting. But I understand crunch sells better than fluff.
I think the biggest disappointment in the whole book is the map on pages 106-107. In the print book it's spread over too pages with the names of cities and the text of the legend far far too small to read. But hey, I'd purchased the PDF! I could zoom in on that, right? But it looks like a very low resolution version of the map was used for the book, because zooming in on the PDF gives only blurred and pixelated messes that I can't read either. Now, you can find a good hi-res version of the map on the Dragonlance Nexus website, and Jared Blando and Francesca Baerald both did excellent maps of Ansalon recently for the official new novels and adventures, but it was still frankly a big irritation that this fan-made map that presumably goes above and beyond the Blando and Baerald maps in detail is, essentially, impossible to use in the book.
Obviously a lot of love and care for the Dragonlance setting went into this book, but I was hoping for more from this POD revised edition compared to the earlier free release. The biggest addition is the first chapter of a new adventure path, but I would've loved those pages to actually be filled with more lore and details about the setting in its current state, post 430 AC.
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Creator Reply: |
Hi there, thanks for your purchase. Due to the printing and pdf restrictions of the site, the detailed map was never going to work. This was our first foray with the DM's Guild publishing, and we've learned a lot in the last two years. We have since made sure not use maps that have that much text on them for these types of projects. Apologies. We ended up doing a deep dive on minotaurs in The Journals of Kaz the Minotaur: The Lost Colony. You can find all the ancestral stats, and everything you'd need for a seagoing campaign there.
In as far as lore goes, there is a large schism in the fandom with anything past the Chaos War. You can find a complete year-by-year breakdown on the Dragonlance Wiki, which we maintain. The free version of Tas' Pouches had 78 pages, compared to 107 you have here, not including CoK 1. With COK, the page-count is 140. Sorry your experience wasn't as great as you wanted it to be. |
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I think at this point the immensity of accomplishment this book represents goes without saying. It's monumental. It's unfortunate that the online updates done by Brian James to bridge the gaps from 1385-1479 are not available anywhere, as an appendix or something, since Wizards tends to scrub the D&D website every time an edition changes.
I bought this in the POD, so I will speak to that: Get the PDF and POD. The POD is great to crack open at the table, read at your leisure, have on the shelf. Obviously, it's not as beautiful as the original hardcover. This is a soft cover produced from scans. The text looks a little blurry in spots, the art reproduces a bit dark. But it's all readable, nothing is too murky or unclear. And the original hardcover is gonna run you like $100-300 these days unless you get lucky.
That said, get it with the PDF because being able to CTRL+F for a person's name or a place is invaluable.
It only goes up to 1385, so you're not gonna find an easy overview of the 4e and 5e Realms, but if you want the deep lore, this is the definitive book.
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What impressed me the most about this adventure is how detailed it is and how high the production value is.
I think a lot of people don't understand that encounters like the Mission to Thay in Rise of Tiamat were designed with the intention that DMs would expand them on their own. What it takes to do that is an experienced, creative DM, and also one who has a good grounding in the lore of the Forgotten Realms. This is very different from the hardcovers of today, which assume that a DM has never seen a pair of dice before.
Murder in Thay does the work for you, giving you personalities for the other Thayans at your party's meeting with Eseldra Yeth, a layout for Nethwatch Keep, and then a murder for your PCs to investigate that could have interesting consequences for the Thayan alliance they may be trying to bring about. Everything about the existing Rise of Tiamat encounter is still here, but it's been expanded into something considerably more interesting.
Also, SPOILERS, but the death of Eseldra Yeth here happens to set up quite nicely that she's not the tharchion of Lapendrar in Ed Greenwood's recent Thay: Land of the Red Wizards supplement, which is set later down the timeline.
All in all, this is a well written, well designed, well produced, excellent little expansion for Tyranny of Dragons. And I mean, the price is a steal for what you're getting, quite frankly, wow!
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What praise can I lavish on this adventure that hasn't already been said? It's an incredibly detailed, intelligent, exciting adventure that weaves all the threads of the 5E Realms together in a nightmare world barreling towards the ascension of D&D's ultimate evil - an evil hitherto unfamiliar to the denizens of the Realms! Your players will find themselves arrayed against implacable odds in this truly challenging epic!
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What I like about this introductory "training scenario" "holodeck" adventure is that it's got a brilliant little twist at the end that ties it into the "Doomed Forgotten Realms" setting, or you can just not include the twist and use it at face value as a kind of level 1 getting-to-know-your-character adventuring academy set-up. Very cool, either way.
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I think by now it's no secret this is one of the best 5E Forgotten Realms products made. It's an incredible "What If?" gazetteer that really examines the ways all the various WotC hardcovers could domino effect and connects them in a way that WotC rarely does because they don't want you to feel like you have to play the adventures in any sort of order. But here everything interacts and ties in and builds on itself. A really great use of established lore and imagination to create something totally new and unique.
Even if you don't use the product - buy it and read it. Your own Forgotten Realms game, even if not as apocalyptic, could benefit from the lesson of seeing how to weave the established elements together to make them feel like a world.
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A great release from the Guild Adepts program, I've used this a bunch since I bought it. My only regret is that I would legitimately love a release like this for the PHB subclasses too, what I especially like is the way it gives each subclass and statblock a place within the world of the Forgotten Realms, sometimes drawing on little forgotten bits of obscure lore. It helps me to ground them and decide when to use them. If you want a bunch of NPC statblocks to drop into your game, this is a great resource.
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A collection of mini-adventures set in and around Hillsfar and Myth Drannor, if you're a fan of the early seasons of DDAL or the Heartlands of Faerûn, this is for you! With rules for wild magic in Myth Drannor's ruins following the titanic events of The Herald, updates on the state of the high elven community in the forest of Cormanthor, and a statblock for a baelnorn, this is the book for long times Realms fans. The POD copy is very nice to have as well. The production isn't up to the standards of a professional WotC hardcover, but it's still a handsome book filled with lots of fun.
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A wonderful campaign guide to a little-explored part of the Forgotten Realms that has a special and unique flavour. If you're a fan of traditional Slavic folktales, Rashemen is for you. If you wanna know more about the land where Minsc came from, Rashemen is for you. If you want to be a scheming artificer, powerful witch, or raging berserker battling against the evil Red Wizards of Thay, Rashemen is for you.
Gorgeous book with fun character options, a nice gazetteer and some flavourful new enemies. Definitely worth getting in hardcover for your shelf.
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This fun little adventure is a sequel to Lost Laboratory of Kwalish and isn't actually tied in with Descent Into Avernus despite the title! What it is is a fun time travel adventure taking you to the construction of the Tomb of Horrors! A fun tie-in with multiple bits of D&D lore, and along with LLoK, one of the few original official 5E adventures that's default set in Greyhawk! (Still with advice for adapting to the Realms of course)
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This supplement is very good if you intend on running a campaign in the Border Kingdoms, a kind of "anything goes" sub-region in the Forgotten Realms. Lots of great setting information for beginning your game in the sandbox of a land where everything is shifting constantly as adventurers establish petty kingdoms in a realm of political chaos. Most of the book is flavour text, though there are some cool backgrounds for Border Kingdoms characters that could be adapted to other areas of Faerûn. But really this is best used in conjunction with the Gamehole Con Border Kingdoms adventures for DDAL, and as you can see the book is fully DDAL legal. Or at least, it was when it was published.
If that sounds like your jam - or if you just need to have every Ed Greenwood Forgotten Realms book on your shelf - buy this and get it in hardcover with the good colour!
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If you're a fan of the weirder monsters from the 1E Fiend Folio, if you want some new monsters from the days when monster design still followed the same design philosophy as the rest of the game instead of being arbitrary, this is a fun collection of the weird and bizarre to add to your dungeons. Lots of fun.
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This is a fantastic regional sourcebook about the land of Thay, updating it to the fifth edition 1490s timeframe. It ties in with the Dreams of the Red Wizards DDAL campaign but is also just a spectacular resource for running games set in Thay, making it a genuine adventuring location.
The book details Thay as one of the last slave-owning nations in Faerûn, and describes how even in Thay young people are beginning to turn against the practice (after all, we have all these undead to do our bidding). Thayan customs, fashion, culture, even cuisine is detailed! There are three recipes in this book!
Learn how the Red Wizards are organized, who all the zulkirs are, and learn of the anti-zulkirs in Mulmaster who want to overthrow Szass Tam. Enjoy a gazetteer taking you through all the varied provinces and learn that even if Thay is a nation of evil, it's still just as varied as any other place.
It all gives you a sense of Thay as being a surveillance police state, like fantasy East Germany or something, especially with the details on the Probity Corps, who are basically the thought police of Thay.
Enjoy a purposefully mechanically unbalanced and broken subclass because BAH! Szass Tam cares not for your puny concepts of "game balance!"
The section on Circle magic is super cool and gives DMs a great mechanic for all those "stop the evil wizards before they complete the summoning ritual" style scenes.
The backgrounds for Thayan characters are fantastic, I particularly like the one that basically makes you the Faerûnian Weapon X.
The monsters are a lot of fun, most of them basically failed Cronenbergian experiments, and they give lots of good inspiration for building similar monsters along the same lines. Who knew Thay had so many goats?!
The included adventure is a wonderfully fun story of intrigue. The Forgotten Realms is a land of factions, plots within plots, and this adventure shows that quite well.
Get the book, get it in hardcover with good colour, it's a worthy addition to your shelf. And it's Ed Greenwood, for cryin' out loud!
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A great read if you're doing a little research on the recent backstory of Candlekeep before diving into any of its 5E appearances. A tie-in with the Sundering event and the novel The Herald, and also just a great read if you're curious about how to design multi-table adventures. I'm glad that convention exclusives like this are kept here on the DMs Guild for people to access, even if it's just for historical value.
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This is a fantastic little adventure that has a lot of cool stuff for your players to find, plus the biggest table of rumours I've ever seen. Fun new spells and magic items, a great story that ties into a lot of cool D&D lore, it's just really solid. Plus! You can get a nice POD copy!
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