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Another freeform system. This one has a very simple straightforward mechanic, you play a number of cards and try not to "bust" 21, the harder the challange, the more cards you draw.
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It's not really a product. It's more a short list of things you might find in a sci-fi setting. However, it has a random plot generator table that is pretty cool, and, you can easily translate it into other settings and genres.
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It's cute, and I appreciate the effort. I might have gone in a bit of a different direction. But it's fine.
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Each item comes with a story and history. That's great. No art, which is kinda sad but understandable given the circumstances. Also not enough things which aren't weapons.
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A great rules light game for fants of general generic roleplaying systems.
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Having an option to detonate a fireball in flight is pretty cool; my players rely on fireball to much, so having an option for even non-spell casters to cancel it could be pretty awesome. This product is for 3.5 though, I wish there was a conversion to 5e.
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It's not the most brilliant thing I've ever read, but if you plan to run Tomb of Annihilation, then this file is a must. Everything here should have been in the hardcover book, but since it exists, it's better to have it.
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I liked the dungeon; I didn't like the Ravenloft theme. The villain isn't a strong enough villain to create a darkrealm of Ravenloft. Also, killing a darklord doesn't lift the mists nor does it allow people to return home; once a place has been taken by the mists of Ravenloft, that's it. The dark lord is killed by someone else who, as part of gathering enough power to kill the previous dark lord, becomes a dark lord themselves. That's the whole point of Ravenloft. Also, my players did not appreciate suddenly finding themselves in Ravenloft, because they thought they couldn't go back to Chult. I would just the run the adventure without that part next time.
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I've enjoyed most of this adventure, but I have some notes. I think the village part at the beginning needs clarification. Also, the motivation to go there is weird; and I don't know if the transfer to the temple is strong enough. The temple of the rising sun is a very good dungeon and fits the general theme of Chult dungeons. The final part, again, I have a problem with. I don't understand why it should be a bunch of random encounters; I can see why you don't want to draw the actual caves and stuff, but you can write a bunch of encounters in order, and just describe the walking and crawling between them.
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This is a very basic product with a very basic approach: it gives you stat blocks for a large variety of dinosaurs, and then gives you their stats as zombies. That's it. Do you feel like you need more dinosaurs and their zombie versions? If the answer is yes, buy this product.
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I am running Tomb of Annihilation and so I am looking for as much content as possible to enrich my campaign and thicken my world; naturally, official AL adventures has adventage over other content. So I ran the "The Rot from Within" trilogy, and the last adventure, Putting the Dead to Rest, takes place in the ruins of Matolo. Nothing in the adventure sent me to this adventure, and that is a very disappointing circumstance. I think that adventure should have mentioned this adventure, and this adventure should have mentioned that one, so GMs would know they have two potential, official, plot lines that both lead to the ruins of Matolo.
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It's basically just a cleric of every level. It's a cool concept, but I hated the layout, it should be limited to a few pages you can get a full view of the character, even in higher levels.
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It's basically just a rogue of every level. It's a cool concept, but I hated the layout, it should be limited to a few pages you can get a full view of the character, even in higher levels.
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I love Chult and I love TOA and I like getting products that help bring out Chult. Note that this is a very short product, and the content is mainly ideas. You can use them and they're good ideas, but you're doing most of the work.
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I downloaded this before running two AL adventures in Mulmaster. I didn't like the map, with giant blobs of elemental devestation. It seemed unrealistic to me.
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