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This is a really terrific addition to my library of spells, especially when I have storm sorcerers, elementalist shamans, and others who want to expand their repetoire of spells. These new spells feel well balanced and add plenty of variety to what can sometimes feel like slim pickings for elemental specialists.
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A decent resource if you're after Eastern themed maps and resources for your game. While it isn't especially breathtaking or eye-catching, it more than does the job if you're prepared to do the prep work to stitch things together.
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This is a terrific large scale battlemap. While it took a little effort to get it resized to work adequately on VTT, it still maintains plenty of quality at a lower resolution. The size of it makes it ideal for reuse for multiple forest encounters, as there are a number distinctive little areas that you can easily drop your characters into.
This is a map I've used extensively in my current game, with my players always remarking on the high quality.
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This is a decent addition to your map collection, and especially so if you're running a game in an eastern setting and want a forest battlemap that doesn't feel like a generic European forest.
It doesn't pop quite as well as some as my other maps on the VTT, but it gets the job done in a pinch.
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This is a really cute, quirky little adventure. While I reflavoured it somewhat for my own setting (as the over the top zaniness doesn't ring true to my setting), it has all of the elements of a really fun adventure: challenging combats, an element of problem solving, and a fun setting.
I enjoyed this so much that I backed their recent Kickstarter project to further expand on the character and their mishaps.
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This is a handy little guidebook for both first-time Tomb of Annihilation DMs and those running it again. While it is essentially just shorthand notes that you can refer to to save you leafing through your manual, it can be a useful quick reference if you're preparing on the fly or your PCs take an unexpected turn.
Nothing ground-breaking, but a solid addition to your library.
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This is a decent little resource. While it's not something you could find on the Forgotten Realms Wiki with enough digging, it's nice to have it all collected in one place.
From a formatting perspective, the calendar pages at the rear of the PDF are frustrating, as they're on their side, which means flipping the PDF or printing it out in order to interpret them. I'd have almost preferred to have them smaller and in portrait, as landscape is a pain to work with on the PC.
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This is a fantastic resource for DMs looking to spice up what can be an otherwise dull hex-crawl portion of Tomb of Annihilation. While the adventure proper gives you plenty of keyed locations and random encounter tables, this resource is jam-packed full of flavourful, interesting, and challenging little mini-adventures to throw at your party.
While specific to Chult, I've had very little trouble adapting this to other jungle settings.
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There's a lot to like about this module, and while the production values might not be up to the same standard you might fend elsewhere on the DM's Guild or DriveThruRPG, there's no faulting the content. It's a really well thought-out, fleshed out, and enjoyable adventure set in an oft-overlooked or exploited setting.
My party really enjoyed learning more about the Wolf of the South and how best to combat him, although he ultimately got away and remains a thorn in their side in the ongoing campaign.
I tinkered quite heavily with the layout of the dungeon to tailor it to my players, but the plot and the set-dressing were quite well done. It's a shame they've not made any other modules in the same vein!
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I ran this adventure for my latest campaign, adapting it to fit my East Asian setting but otherwise leaving it largely intact.
My players loved the mystery aspect of things, and it was certainly a change from kobolds and the like to instead have them fighting flocks of murderous birds. While I did change the final bossfight to a bit more of a fey-themed dungeon, the plot and the layout of the book made it exceedingly easy to run. A really well done module!
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The first Mists of Akuma adventure I've had the pleasure of running with my party, Scourge of Robai Shita Temple has a little something for everybody. There's plenty of opportunities to roleplay in the village, as well as investigation to be done and some suitably brutal combats.
I especially like the way in which player choice can impact on the overall outcome of the adventure, with room for both diplomacy or blunt force negotiation. There's a lot of really intriguing elements of the setting introduced here, be they the ravages of the Mists, the bizarre supernatural creatures that exist in East Asian mythology, and the fact that the ultimate enemies are often more human than the players might first realize.
There is also a lot of flexibility in how you run the final dungeon, as it has been left intentionally open to the DM as to how much combat they'd like to include. While a little extra flavour in the form of traps or puzzles might have been nice, there's nothing to stop you from adding these yourself.
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I'm a huge fan of the Mists of Akuma concept, having purchased every single product in the line thus far. The overall aesthetic and setting are absolutely fantastic.
While the book itself can sometimes feel a little cluttered, especially when it comes to the new class options, there's no faulting the level of hard work that has gone into it or the originality of the setting. My players have loved exploring the setting, fleeing the Mists, dealing with both monstrous enemies and conniving humans, and coming to grips with a vast shift from the more generic fantasy setting to which they have become accustomed.
It's hands down one of my favourite purchases from the site and I've been getting a hell of a lot of play out of it.
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A great, old-school D&D adventure that pairs well with Rappan Athuk or works well as a standalone adventure.
While it is perhaps a little too difficult for a first level party, there's plenty of good fodder in there from which you can come up with your own ideal balance. I've run this in both Pathfinder (as written) and in my current D&D 5e game (heavily modified for an Oriental setting) and it has always left players satisfied. The siege on the keep is a blast to run, and there are plenty of terrific plot hooks floating around that your players can chase across the forests.
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Like its sister book, Heroes of the Orient, Monsters of the Orient is a terrific addition to any DM's library. Whether you're going all-in on an Asian inspired game or you're just looking for some fun new enemies to introduce to your players, this is a must-have.
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This fantastic book has formed the basis for my current D&D game, providing plenty of interesting character options and allowing us to explore an often overlooked set of mythologies. Heavily inspired by Japanese culture rather than any generic idea of 'the Orient', the included background is great even if you aren't going to use the exact setting as described.
The new class and racial options are quite a lot of fun, with our party making extensive use of the hengeyokai, shogun, and kensai rules in the current game.
A fantastic product. I only wish there were some Heroes of the Orient inspired adventures that could be paired with it!
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