Frostburn
By Wolfgang Baur, James Jacobs, and George Strayton
Wizards of the Coast product number 177580000
224 pages, $34.95
Frostburn is the first in a series of WotC books dealing with different environments (other books in this series include the upcoming
Sandstorm and
Stormwrack). As evidenced by the title, this one looks at life in the cold environs (called the "frostfell" in this book), whether due to longitude or altitude.
The front cover contains a painting by Sam Wood of a human mounted on a dire stag (a megaloceros, as we'll learn in the monster chapter), charging a feral-looking frost giant. Detail is very nice: I like the skulls woven into the giant's hair and dangling from his belt, and his chain mail is very nicely rendered. Likewise, I enjoyed the megaloceros' barding, and the fact that it has metal spear-tips grafted onto several of its antler-spikes. The artwork wraps around to the back of the book, where we see iconic adventurers Lidda the halfling rogue and Redgar the human fighter. Redgar looks like he's ready to rush into battle, while Lidda seems more preoccupied with just how blasted
cold it is. (You can see their breath frosting in the air.) It's a nicely done cover, again a "compromise" between the "painting of an action scene" cover and the "make it look like a magical tome" cover, as
Frostburn has the obligatory leather background and inlaid gemstones look that so many WotC books seem to require.
As for the interior artwork, 11 different artists provide 74 color illustrations, 16 monochrome illustrations, and 7 maps/diagrams, plus two half-pages of cardboard tiles for those who play the D&D miniatures game. The artwork is for the most part very good, and there are even two full-page paintings. Best of all, with the exception of the real-world animals like penguins and seals, every monster in the "monsters" chapter is illustrated in full-color, and the pictures very closely match the monsters' descriptions.
Frostburn is laid out as follows:
- Introduction: An explanation of the term "frostfell", ideas on how to incorporate it into your campaign, and a chapter-by-chapter breakdown of the book
- The Frostfell: Frostfell environments, dungeons and cavern complexes, frostfell planes, frostfell hazards, supernatural perils of the frostfell, frostfell traps, and frostfell wilderness and dungeon terrain
- Races, Classes, and Feats: The standard Player's Handbook races and classes in the frostfell, plus two new PC races (the neanderthal and the uldra), and 32 new feats
- Prestige Classes: 10 new prestige classes tied to the frostfell
- Equipment: 11 new weapons, 8 types of gear, 8 alchemical items, 3 types of exotic materials (each a form of magical ice), 4 magical augmentations for vehicles, and 8 vehicles, plus a sidebar detailing the effects of cold on equipment
- Magic of the Frostfell: 2 new cleric domains (Cold and Winter), 101 new spells, 5 new epic spells, 5 new psionic powers, and 22 magic items
- Monsters of the Frostfell: Stats for 55 new creatures (3 of which are templates)
- Adventure Sites: Maps and brief adventures for a dungeon attached to a cave network (Delzoman's Iceforge) and an iceberg city (Icerazer)
- Appendix (Encounter Tables): 26 pages of encounter tables of monsters from this book, the Monster Manual, Monster Manual II, Monster Manual III, and Fiend Folio (with replacements from the Monster Manual for those without the other books), broken down by CR and terrain
- Cardstock tiles:4 locales (crevasse, ebony lake, ice palace, and razor drifts), each a 5-by-7 grid for use with miniatures
It's worth noting that there is no index in the back, but that the Table of Contents in the front is very detailed and will likely do very well as a stand-in.
I'm happy to report that proofreading and editing jobs in
Frostburn were for the most part very well done. I didn't note the first mistake until page 18, which was a welcome change from recent reviewing episodes. The only proofreading/editing errors I noticed were comparatively little things: instances of a header not being in bold font, nonstandardized capitalization within a table, a character illustration being annotated with a slightly different name than the one used in the text ("Norrek Neversleep" vs. "Korrek Neversleep"), two instances of a missing word from a sentence, a period missing from the end of a sentence, a missing multiplication sign creating a very deadly spell indeed (as written, it calls for "1d610" points of damage; I'll bet that's supposed to be "1d6 x 10" instead - and if not, I'm having a difficult time visualizing a 610-sided die!), one instance of improper alphabetization (
ring of floating should come before
ring of the icy soul), an extra closing parenthesis showing up in an Armor Class stat block line, the lack of a space between one sentence's end and the beginning of the next one, an extra space after a slash, and a "38" missing from one of the maps in the back. All in all, nothing too bad, and nothing that's going to ruin your enjoyment or understanding of the material in the book.
As for the material itself, it's functional and it gets the job done, but I felt quite a bit of it seemed very much like filler, and reading through it I got the feeling that the authors were kind of "coasting" on some sections. For example, Chapter 1 has some very nice hazards and traps relating to frostfell environments, and they covered concepts like snowblindness, hypothermia, and frostbite very well, but the magical stuff seemed very "forced" to me. Concepts like "quickslush," "death hail," "acid sleet," "rust flurries," "negation snow," and "lightning ice pillars" seemed to me like the authors just tried grafting every possible damage form onto snow. (I wonder if we're going to get concepts like "electrosand" and "antimagic dunes" in
Sandstorm?) None of it struck me as very inventive.
I felt the same way about many of the spells, as well. 101 new spells seems very impressive at first glance, until you start noticing the similarities between some of these "new" spells and standard spells from the
Player's Handbook. For instance:
FROSTBURN SPELL (
PLAYER'S HANDBOOK SPELL)
binding snow (
entangle)
cometstrike (
meteor swarm)
flesh to ice (
flesh to stone)
ice shape (
stone shape)
ice slick (
grease)
ice to flesh (
stone to flesh)
ice web (
web)
Leomund's tiny igloo (
Leomund's tiny hut)
meld into ice (
meld into stone)
numbing sphere (
flaming sphere)
obscuring snow (
obscuring mist)
wall of coldfire (
wall of fire)
Now, that's not to say that there aren't some creative spells in
Frostburn that fit in nicely with the environmental topic (
animate snow, for instance, allows the druid caster to create the "deranged mutant killer monster snow goons" of "Calvin and Hobbes" fame, and with the
ice castle spell you can create your own "Fortress of Solitude," just like Superman), but it was disappointing to see so many spells in which so little effort was apparently put in their creation. (I also noticed the
winter's embrace spell description uses the phrase "cling tenaciously" - is anyone else reminded of "Powdered Toast Man" from "Ren & Stimpy" when they hear that phrase? "Cling tenaciously to my buttocks!")
The new magic items were pretty bland for the most part, but I
really liked the concept of the skull talismans as an alternative to potions (which, as you'd expect, would freeze in most frostfell environments, making drinking them problematic at best). Not only does it work around an inherent problem with the cold lands (potions freeze), but it also neatly explains why so many monsters run around with human skulls on their belts (or woven in their hair, like our giant friend on the cover).
Of the two new character races, I liked the neanderthal better than the uldra; maybe it's because so much of the "frostfell" environment is so nicely geared towards an "Ice Age" campaign, but the neanderthal seemed like a natural fit. (Plus, it's nice to have a logical barbarian race besides the poor old half-orc.) The uldra was interesting - the option of playing a fey PC might open up some intriguing possibilities - but beyond having druid as their favored class they struck me as pretty much blue-skinned halflings or gnomes.
The prestige classes were pretty well done; I especially liked the frostrager, whose blood becomes freezing cold, allowing all of his wounds to freeze over (which automatically stabilizes him when he's brought down to negative hit points, and makes him immune to wounding effects from
swords of wounding and the like). He also sweats ice, giving him a +4 natural armor bonus when he rages. Very flavorful, don't you think? I can't wait to throw some of these guys up against my PCs. I'm not personally a fan of psionics, but it was nice to see a psionics-based prestige class (the criokineticist) and some new psionic powers for those who do enjoy psionics in their campaigns. I also liked the way the Rimefire Witch and Winterhaunt of Iborighu prestige classes are based on rival deities who hate each other; all sorts of built-in plot hooks right there.
The new monsters range from the logical ones you'd expect to find in a book about cold environments (saber-toothed tigers, woolly mammoths, ice golems, white puddings), to variations on existing monsters (snow golems, three new frost giants, glacier dwarves), to updated-to-3.5 monsters from
Oriental Adventures (yeti, yuki-on-na, ice toads), to "what the heck?" creatures like the two-eel-headed manta ray "snowcloaks" and the 8-legged, 3-pincered, 6-tendril/mouthed "shivhad." All in all, it's a pretty good spread (besides the few "what the heck?" monsters), and all are at least appropriate for the frostfell environment. However, quite a few of them had stat errors, as did many of the NPC stats sprinkled throughout the book. (
Frostburn came out before WotC hired additional developers to fix the rampant stat block mistakes that has troubled so many of their recent books.) I recommend making the following changes:
- p. 54, Thuu Verrek, halfling monk 6/cloud anchorite 5: As a Small humanoid, Thuu's ki strike damage should be 1d6+3, not 1d8+3 (as it would be if Thuu were a Medium humanoid), or 1d10+3 as it's listed under Full Attack. [Another "mistake" was deleted after an oversight on my part was pointed out.]
- p. 56, Ballarak Shardcraver, dwarf psion (kineticist) 5/criokineticist 2: Attack and Full Attack should list "or +4 melee (1d10/x3, masterwork dwarven waraxe" as an option. "Glacial touch" special attack is called "glacial ray" in the prestige class description. Finally, his last name should be "Shardcarver," as that's what he's called throughout the rest of his text description.
- p. 58, Naush, frost giant disciple of Thrym 4: Greataxe attacks should be at +25 melee, not +26 (+14 BAB, -1 size, +9 Str, +1 Weapon Focus, +2 magic weapon bonus). Likewise, under Full Attack, it should be at +25/+20/+15 melee, not +26/+21+16. Rock attacks should be at +13 ranged, not +14 (+14 BAB, -1 size). Also, there's no need to mention that he'll have fire resistance 10 at 6th level in his description, as he's currently only a 4th-level disciple of Thrym.
- p. 62, Korrek Neversleep, half-orc barbarian 6/frostrager 5: HD should be 11d12+22, not 9d12+18. Average hit points should therefore be 93, not 76. Flat-footed AC should be 16, not 15 (he keeps his Dex mod when flat-footed due to his Uncanny Dodge). When raging, his hit points should be 115, not 98, and his flat-footed AC should be 20, not 19.
- p. 64, Tharakus, human paladin 6/Knight of the Iron Glacier 3: Reflex save should be +5, not +4 (+2 as a paladin 6, +1 as a Knight of the Iron Glacier 3, +0 Dex, +2 Charisma bonus from Divine Grace).
- p. 64, Toecleft, War Megaloceros: AC and flat-footed AC should both be 23, not 26 (-1 size, +8 half-plate barding +1, +6 natural).
- p. 67, Gruth, Neanderthal barbarian 8/primeval 3: Greatclub attacks should be at +18 melee (or +18/+13/+8 melee for Full Attack), not +17 (or +17/+12/+7 for Full Attack) (+11 BAB, +4 Str, +2 magic weapon bonus, +1 racial bonus due to Primitive Weapon Mastery). HD left out the +3 hp from the Toughness feat. Flat-footed AC should be 17, not 16 (Uncanny Dodge allows him to keep his Dex modifier even when flat-footed). In primeval form, his physical characteristics should be Str 32, Dex 16, Con 21, not Str 33, Dex 17, Con 22. (The rule is to take 10 or 11 from the animal's physical characteristics and add that to the primeval's. A dire wolf has Str 25; 25-11=14; Gruth has Str 18; 18+14=32. A dire wolf has Dex 15; 15-11=4; Gruth has Dex 12; 12+4=16. A dire wolf has Con 17; 17-11=6, Gruth has Con 15; 15+6=21.) Reflex saves should be +4, not +2 (+2 for barbarian 8, +1 for primeval 3, +1 Dex). Will saves should be +3, not +1 (+2 for barbarian 8, +1 for primeval 3, +0 Wis). When raging, greatclub attacks should be at +20 melee, not +19; flat-footed AC should be 15, not 14; and Will saves should be +5, not +3.
- p. 69, Skycornice, uldra cleric 9/rimefire witch 10: Speed should be 15 feet, not 20 feet (20 feet base speed as an uldra, but reduced to 15 feet for her full plate).
- p. 113, Branta: The AC line is missing the touch and flat-footed values; they should be touch 11, flat-footed 12.
- pp. 114-115, Chilblain: Tail slap damage is 4d6+9 plus 2d6 cold under Attack, but 4d6+9 plus 4d6 cold under Full Attack. It should be 4d6+9 plus 2d6 cold in both cases. Also, I'm not sure why this creature was given a fly speed, as it doesn't have wings and the creature's description doesn't explain how it flies without them.
- p. 115, Dire Polar Bear: Claw attacks should be at +26 melee, not +25 (+13 BAB, -2 size, +14 Str, +1 Weapon Focus).
- p. 116, Glyptodon: With HD 10d8+33, average hit points should be 78, not 72. Tail damage should be 2d6+5/x3, not just 2d6+5/3. (You need that multiplication sign for it to make sense!)
- p. 118, Smilodon: Claw attacks should be at +7 melee, not +10 (+6 BAB, -1 size, +7 Str, -5 for secondary attack), or else it should have Multiattack as a bonus feat.
- p. 119, Woolly Mammoth: Initiative should be -1, not +0 (it has a Dex 8).
- pp. 121-122, Domovoi: The stats say it has a +4 Level Adjustment; the PC Race section says it's a +2 Level Adjustment.
- p. 123, Glacial Dwarf warrior 1: Grapple attacks should be at +2, not +1 (+1 BAB, +1 Str). Waraxe attacks should be at +2 melee, not +1 (+1 BAB, +1 Str).
- p. 124, Dwarf, Midgard: Under "Magical Items," "+2 chain shirt" should be "+2 mithral shirt."
- p. 126, Ice Weird: This isn't a stat block error, just a conceptual one: as written, an ice weird can control an infinite number of elementals!
- pp. 127-128, Snow Weird: Ditto.
- p. 132, Ghost, 3rd-level human sorcerer: Initiative should be +6, not +5 (+2 Dex, +4 Improved Initiative). Also, shouldn't his frigid touch attack be +3 touch, instead of +3 melee? Finally, no Advancement is given; I presume it's "-"
- p. 134, Frost Giant Mauler: Flat-footed AC should be 23, not 22 (he keeps his Dex modifier due to Uncanny Dodge). When raging, his flat-footed AC should be 21, not 20.
- p. 135, Frost Giant Tundra Scout: In the Attack line, rock damage should be 2d6+9, not 2d6+8.
- p. 140, Ice Toad: With HD 5d10+15, average hit points should be 42, not 37. Bite damage (including when it uses its swallow whole ability) should be 2d6+4, not 2d6+6 (it has a +4 Str mod, but since the bite isn't its only natural attack it shouldn't get the 1.5 multiple).
- p. 144, Malasynep Mindmage: Flat-footed Ac should be 15, not 17 (-2 size, +7 natural).
- p. 146, Orc, Snow Shaman: Morningstar attacks should be at +2 melee, not +0 (+1 BAB, +1 Str).
- p. 147, White Pudding: For some reason, the "Speed" line is called "Movement" instead.
- pp. 152-153, Shivhad: The asterisked note for the AC and Reflex save entries states the +6 bonus is included in the stats, but it isn't. On its own glacier, a shivhad should have AC 40, touch 14, flat-footed 38, and Ref +16.
- p. 154, Snow Spider, Large: It has 4 HD, yet Advancement starts with "6-9 HD (Large)."
- p. 159, Urskan: I'm just surprised that a humanoid bear that wears armor and uses weapons is still considered a magical beast and not a monstrous humanoid.
- p. 160, Vodyanoi: It has 5 HD, yet Advancement line reads "7-10 HD (Medium)."
- p. 163, Abominable Yeti: Initiative should be +2, not +1 (+2 Dex).
- p. 164, Yuki-on-na: With 8 HD, she should have 3 feats, not just 2.
- p. 166, Seal: Grapple attacks should be at +2, not +3 (+1 BAB, +1 Str).
- p. 166, Walrus: Base Attack Bonus should be +3, not +2 (as a 5-HD animal). Grapple attacks should be at +10, not +9 (+3 BAB, +4 size, +3 Str). Bite attacks should be at +5 melee, not +4 (+3 BAB, -1 size, +3 Str).
- p. 174, Simulacrum Dire Bear: With HD 6d8+27, for it to have 75 hp it had to have rolled the maximum on each die! (This isn't necessarily an error, just something I wanted to point out.)
- p. 180, Azediel, female harpy rogue 4/assassin 10: Touch AC should be 20, not 19 (+8 Dex, +2 deflection). Flat-footed AC should be 21, not 14 (due to Uncanny Dodge). Also, her title should include the fact that she's a half-fiend!
- pp. 183-184, Narlael, male tiefling cleric 8 of Levistus/thaumaturgist 5: Initiative should be +2, not +1 (+2 Dex). AC should be 26, not 25 (+2 Dex, +8 breastplate with magic vestment spell, +5 heavy steel shield with magic vestment spell, +1 amulet of natural armor). Touch AC should be 12, not 11 (+2 Dex).
- pp. 185-186, Tumakus, male half-orc rogue 7/fighter 7: Grapple attacks should be at +20, not +19 (+12 BAB, +4 Str, +4 Improved Grapple).
- pp. 191-192, Glorkakus, female marzanna rogue 8: Flat-footed AC should be 27, not 25 (due to Uncanny Dodge).
- p. 196, Half-White Dragon Remorhazes: Fortitude DC for the Heat special quality should be DC 19, not DC 18 (10 + 1/2 HD + Con mod, or 10+3+6). Swallow whole internal AC should be 17, not 15 (10 + 1/2 natural armor bonus, or 10+7).
The two adventure locales in the back were nicely done (well, except for the stat blocks of many of the creatures!), and could easily be scaled for a variety of levels (especially since the authors leave much of the treasure up to the DM). It was nice to see so many of the new concepts from the book (new creatures, blue ice, even one of the sample NPCs straight from the prestige class section) used in the adventures.
The Encounter Tables in the back seemed very thorough, and I commend the authors for putting in
Monster Manual substitute creatures for those who don't have all of the other WotC "monster" books - doing it this way should please the maximum number of people, because those with all of the books get a very comprehensive set of random encounter tables (tailored not only to Challenge Rating, but also individual terrain types), while those without don't feel cheated. This was an excellent decision, and I hope it remains the standard for the rest of the books in this "environment" series.
All in all, even though the authors managed to capture the "frostfell" material pretty well, there was quite a lot about
Frostburn that really disappointed me, and I'm not just talking stat block errors. I really think that this book would have been a better product if they hadn't felt constrained to fill up the page count to a specified level, because a good chunk of the book comes across (to me, at least) as space-eating filler that not a whole lot of time or effort was put into. I wouldn't mind at all if
Sandstorm only ended up being, I don't know, 180 pages or something if it meant only putting in the really solid material and cutting out the chaff. I give
Frostburn an overall rating of a high "3 (Average)" - it wasn't bad, but it was nowhere near as good as it could (or should) have been.