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This is a wholesome d100 sampling of the toys of Eberron, perfect for the holiday season and giving you that warm and fuzzy feeling. There are both creative homages to toys of our own world, including Pokémon, Yu-Gi-Oh!, teddy bears, and LEGO (including Duplo and Bionicle) as well as Eberron extrapolations of what toys would look like in a wide magic world. While Khorvaire is the primary focus of the product, there are some toys of Sarlona and Xen'drik too.
The opening fiction snippet is also heartwarming, and fans of the Map Perilous and Naturalist’s Guide to Eberron will be pleased to see Fortunine pursuing her passion.
I highly recommend this product for Eberron holiday cheer as well as for Eberron campaigns with a focus on children.
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A gorgeous, well-written book, this product offers a bird’s-eye view on Glorantha’s mythology and mythological worldview/underpinnings, helping distinguish it from other (lesser) fantasy RPG worlds. It covers the basics of the characters and stories and then some, as well as explaining the role religion plays in the world.
My sole complaint is that the advertising for this book billed it as “system-free”, and while for the majority of the text this is true, as someone who got into Glorantha with 13th Age Glorantha, the penultimate chapter belies this, as there are numerous references to RuneQuest (presumably the most recent version, RQ: Roleplaying in Glorantha) in that chapter, and the final “chapter” (more akin to an Appendix) is cult affiliation tables primarily useful for RuneQuest games.
I don’t regret purchasing this book, however, hence my four stars, and ultimately it’s a minor quibble, but I felt it needed to be said.
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More gorgeous rune art, with the same level of meticulous watercolor care as the first installment.
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Simply gorgeous. Each gigantic PNG file shows a remarkable amount of care from the original watercolors.
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An excellent prequel to a 5e adaptation of the original Dragonlance modules, merging old and new, but lacking in polish in a few places and could use another pass of revisions, such as on page 47 where a crucial portion of text seems to have been omitted between column breaks, and some other areas where spoken-aloud text is not denoted as such
Still definitely worth your money! There amazing plot hooks that tie together beautifully to a riveting climax, and as I hinted at earlier, much in the module merges Dragonlance’s AD&D 1e roots with its D&D 5e present, with unobtrusive allusions to the 5e cosmology and 5e species, yet incorporated into Krynn in an unobstructive manner, giving the impression they were always there.
EDIT: In between my downloading the initial PDF and wriritng this review, a corrected PDF has been uploaded, removing my reservations. 5 stars!
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An excellent collection of Demigod-level scenarios for a Band of players to play through. Each details the perils of pursuing Apotheosis in its own way.
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This product is a welcome addition to 13th Age Glorantha, bringing additional coverage in terms of both geographic focus with its focus on Fronela and ideological perspective with its Lunar point of view. The mechanics of the product are also very good, if a bit more complicated than both base 13th Age and 13th Age Glorantha due to the emphasis placed on the cycling of the Red Moon and the numerous class features which interact with it, but that’s something I acclimated to as I immersed myself in the product. I’d need to playtest the new mechanics before I can guarantee they’re balanced, especially in parties containing classes from both this book and outside it, but the mechanics proposed to accommodate that situation look promising.
Leaving aside my minor hesitations, there is much to enjoy in this supplement, including 10 Gloranthan human cultural options as well as options for playable Aldryami/elves, Mostali/dwarves, trollkin, and Waertagi. In addition to the 7 Lunar-flavored transformation classes I mentioned above, there’s also a Shargash-based berserker subclass in the appendix.
The immersive fiction is also delightful and grew on me with time, and the gazetteer of Fronela is simply excellent, complete with class suggestions for people from each subregion and adventure hooks.
In conclusion, Red Moon and Warring Kingdoms shines as both a 13th Age product and a Glorantha one, as befitting the system and setting intersection.
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The base chassis of this adventure is solid enough, if oddly formatted in places, but the appendix for magic items are wonky at best, with redundant features considering their specifications and in one case referring to 3rd Edition skills despite this being a 5e product. This should have undergone another round of revisions before publication.
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Creator Reply: |
You know what? I wholeheartedly agree with you! I'm glad you brought this to the foreground of my mind. I'm currently working on a major project but will be done soon. After that project, I'll make this my next project. A remastered version 2.0! Thanks again for your honesty; it's greatly appreciated. |
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The first Scion 2e Adventure Path does not disappoint.
No Gods, No Masters takes the players through the entirety of Origin and Hero Tier, with the possibility of early Demigod. It pits them against (or with!) the Keepers of the World, a mysterious inter-Pantheon coalition of deities that seeks to sever The World’s connection to its Gods for the sake of its mortal inhabitants. As my previous parenthetical mentioned, it does not assume the players will automatically reject the Keepers’ plan, although as the module goes on and more acts of questionable morality become apparent, the book’s guidance for a pro-Keepers Band becomes more scant, but right up to the end NGNM still offers rules and guidance for what could happen for all obvious paths the players take, and many of the less obvious ones too.
My one reservation is the number of system errors in the book. There are dozens of references to nonexistent Skills, Callings, and Purviesw. I have left my review at 5 stars because this is the Ashcan/non-final/pre-errata copy, and I assume errata will take care of these mistakes. There are a handful of references that assume the third act takes the Band through the entirety of Demigod Tier to Apotheosis, but I assume errata will take care of that too.
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An excellent entry point into the Dragonlance setting post-War of the Lance, this adventure offers Dungeon Masters the opportunity to present Krynn as a dynamic setting with the opportunity for further adventures beyond the novels’ scope.
There are some formatting issues, especially in the reconstructed third adventure, and one spell on an NPC statblock is from a source the authors neglect to mention (wither and bloom from Strixhaven: A Curriculum of Chaos), but these faults are not enough to detract from the adventures.
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Creator Reply: |
Hi there, thank you for the review and your purchase! Please let us know what the formatting issues are so we can get them corrected. We'll correct the spell source. |
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I bought this on a lark, as something as a fan of several of the films that inspired this game, and it was worth every penny! I already had some familiarity with the Storypath System thanks to Scion 2nd Edition, but TCFtCC! uses inspiration from Storypath Ultra and greatly benefits from the streamlining it provides. If you're a fan of any kitschy fantasy film or series from the 1950s to the 1990s, you'll almost certainly love this game and find at least one homage or reference to your favorite somewhere in here.
Tongue planted firmly in cheek, this game embraces the kitsch and camp of its inspirational material rather than fight against it, yet at the same time offers a wide range of tonal options from outright comedy to edgelord territory.
Rather than try and go for in-world categories such as warrior and mage fin a class or classlike system, TCFtCC! opts for narrative Archetypes as major determinants for character specifications. The six Archetypes in the book are Champion (think of a knight in shining armor in a medieval-ish setting, or a demigod-hero in sword-and-sandal), Dreamer (A quick-witted and/or charismatic inspirer), Inhuman (the token human-sized or larger nonhuman with special abilities; although human, Andre the Giant’s Fezzik from The Princess Bride is a good example), the Puppet (named as such because this usually diminutive nonhuman is often played by a puppet onscreen; think Bubo the mechanical owl from the 1981 Clash of the Titans), the Sage (the wise mentor or wizardly type, à la Gandalf), and the roguish Scoundrel (although from a nominally science fiction franchise, Han Solo from the original Star Wars trilogy is a good wit in temperament and personality).
Each Archetype has its own list of potential Connections. Trademarks, Quips, and Tropes, though for the last group of abilities allows for some cross-archetype versatility.
The game also offers much by way of customization and advice for the players and the Director (TCF!’s term for Gamemaster) in the form of Cinematic Powers to influence the narrative and acknowledge the meta nature of playing such fantasy in the 21st century.
Fiends most Foul (i.e. monsters for the most part) offers a broad selection of foes for various camp/kitsch fantasy sub-genres, whether sword-and-sandal, sword-and-sorcery, pseudo-medieval, or quasi-Arabian Nights. There is also a whole chapter dedicated to running the game for the Director, both offering set decoration options and addressing story structure and sensitivity concerns in homaging works from the latter half of the 21st century in 2024.
If you have a guilty (or especially not-so-guilty) pleasure from the inspirational films and shows that inspire this game, from 1975’s Monty Python and the Holy Grail to 1982’s Conan the Barbarian to 1995-2001’s Xena: Warrior Princess, there’s something in They Came From the Cyclops’s cave for you!
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The mechanics are decent but not extraordinary, the formatting was odd, and there were numerous typos and spelling errors that made this product feel amateurish. There’s a lot of room for improvement here, and should a substantial revision be published, I may bump up my rating.
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Creator Reply: |
Hey Matthew R,
Really appreciate the review! Went through and fixed (hopefully all) the typos. By odd formatting, are you talking about the blank space? If so, it's there for future artwork when I can afford to have that made. If you're meaning something else, I would love to get the details.
I just sent out an updated version, I hope you have been enjoying the product.
Cheers,
Devoted221 |
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An excellent multifaceted scenario for Masks of the Mythos, allowing for different interpretations of there base premise to suit the Band’s needs.
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An excellent supplement to Scion 2e, this book brings Arthurian Legend/the Matter of Britain and the Mabinogion to the World, and does so with an excellent blend of lore and mechanics. The new Plant Dôn Welsh Pantheon is great, and the new Knight of the Round Table Calling/Path is amazing too. We also finally get new Knacks for the eleven base Callings in Origin/Hero, mounted combat rules, and rules for taking up a fallen Mantle as a Demigod.
Once and Future is a worthwhile addition to one’s Scion Second Edition collection, and I recommend it in the highest possible terms,
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Welll worth its price, this book strives to (and successfully does) compile the numerous canon, kanon, and fanon sources of information on the Silver Flame in the Eberron setting and reconcile occasional contradictions in the lore.
Sarhain’s Guide to the Silver Flame encompasses far more than the Thranish theocratic phenomenon. It covers other religious and mystical traditions in the remote areas of Khorvaire and beyond, from obvious candidates such as the Ghaash’kala of the Demon Wastes to more obscure sects so artfully woven into the tapestry that is Eberron that I struggle to determine what is the creation of Keith Baker and WotC writers and where I should credit Luke Robinson and other Eberron fans (barring a few cases where the creations derive from other DM’s Guild publications and therefore the author is directly credited). It also pushes back at some of the earlier depictions of the Church of the Silver Flame where authorial ignorance or bias led to poaching from real-world organized religions as a fallback and therefore straying from Baker et al.’s original intent for the depiction of the Church.
The NPC statblocks in the book use the new standard of formatting first appearing in The Wild Beyond the Witchlight but made (in)famous with Mordenkainen Presents: Monsters of the Multiverse, especially concerning spellcasters. I personally find the new design principles and parameters grating and breaking verisimilitude, but Sarhain’s Guide in my opinion does it far better than the official WotC publications have, and thus I haven’t deducted a star from my rating.
I only have two concerns, and they are both mechanical rather than lore-related. The firs is that the Silver Pyromancer wizard subclass made for this book, by allowing a wizard to choose spells from the paladin list, like the abandoned Unearthed Arcana Theurgy subclass did with the cleric, allows the wizard to choose a healing spell (only cure wounds and prayer of healing in the Silver Pyromancer’s case) for the Spell Mastery feature, allowing resourceless healing. The second is the Shulassakar species, like all post-Tasha’s species, is rather bland. There are no traits in my opinion that really stand out, not helped by following the (again, in my opinion) unfortunate practice of giving freeform ability score increases, even if in the admittedly noble name of trying to root out biodeterminism in D&D.
Neither of those concerns, however, warrant a deduction of a star in what is primarily a lore book, and a stellar one at that.
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Creator Reply: |
Thank you so much for the detailed review, and the honest feedback! |
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