Monsters of the Boundless Blue

JoeGKushner

Adventurer
I like several things about series books. The first is that they tend to be a little smaller than regular books. To me, this is a good thing. While I enjoy a definitive book on a subject as much as the next guy, sometimes these huge 250+ page books are just too much. I like the focused subject matter. For example, if it's a monster book, you know if you have a need for it before you buy it. If it's a specialized monster book, more than ever, you know if you need it. Lastly, the quality of the series helps you determine if you want another round at the book.

With that in mind, let's look at Monsters of the Boundless Blue. This is the second book in the Wanderer's Guild Guide, this one to Aquatic Organisms. It's written by Gunnar Hultgren with illustrations by Andy Hopp. The illustrations and graphic presentation of their previous book, Monsters of the Endless Dark, got the book a nomination so you know it's good stuff. For me, I like it when it's one artists because it gives the book a feeling of continuity.

One thing I noticed is that there aren't a lot of mid-level creatures in the book. Of the nearly thirty creatures, only two of them go above CR 9.I also noticed that the paper feels lighter than the previous book. Some might complain that the book is crowded as every page, included the front and rear interior covers are used and some of the text is small, but in most cases, the flow is easy on the eyes. Some of the printing like the text of page 25, is a little faded but that may only be my copy.

It starts off with a general introduction on how to read the visual entries as there are several symbols that mean different things. This ranges from where the creature is found, to activity cycle and diet. Makes looking for information a quick visual snap. How to get characters to interact with the boundless blue though? Well, Mystic Eye Games has a whole sourcebook, The Deep, devoted to such activities even as Green Ronin has the Freeport pirate setting while AEG uses Swashbuckling Adventurers to get you out on the open sea. For those who don't have those books or are looking for some new ideas, the Sea Delver, a fighter based PrC with specialization in underwater utility, including suvival and hunting abilities, is provided.

After that, it goes right into the monsters, listed by alphabetical order. The monsters are not just listed with a stat block, but rather, the stat blocks are located on the outer sides of the book. The interior contains little stories and personal anecdotes about the creatures as well as the art of Andy Hopp. Stats fit most of the 3.5 conventions like using a separate entry for base attack and grapple, as well as having all of the armor classes, like flat-footed, and touch available. About the only thing not standard is movement, where it doesn't list the number of squares that the creature moves.

One of my personal favorites is the Valsgath, the Bane from Beyond. These creatures are natives of an outer planar water realm and have a hint of the Old Ones to them. Another great one for an epic campiagn, the Devourer of All or the Dread of a Thousand Mouths, is a colossal aberration with powers focus on the physical. For example, due to it's size, it can swallow huge or smaller opponents even as it can hurl it's body onto enemies or create tsunamis.

In addition to the stats, there are also ideas for encounters, ranging from low (1-5), to mid (6-10), to high (11+). These are idea seeds that help a GM get to using the new monsters. Some of the creatures also include odd items like the Sawstring, a terrible garrote that is basically a saw or the barb tooth, a sharp shell that can be thrown. These little things make the monsters more than just creatures to be used and abused as the GM can introduce them before the party even meets them by having the party see one of the weapons or hear tales of the creatures in taverns.

Another useful section comes at the end with new items. These range form the mark I submersion Suit to the Mark III. Suits designed to help characters survive underwater.

The last tool is the “Size Comparision, Pronunciation Guide & Creatures Listed by Challenge Rating.” Not only are all of the creatures listed by name and CR, but the page number for the creature is included. Finally, an easy way to flip to the exact page I want.

The book contains a diverse mixture of creatures. While the majority are suitable for background foes or the source of a campaign as enemies, others aren't evil and can augment the campaign background. For example, the Favilai, a small fey that helps seafarers with such abilities as aura of airy water and their knowledge of the deep or the B'Thum Bala, the Sightless Sage. These creatures are vast storehouses of knowledge. They're difficult to insure too, but they have no real offense capability making them perfect “goto” creatures.

With the next book increasing in size and utility, I hope that it's only a matter of time before we see something on the planes. Monsters of the Dangerous Dimensions or something.

These books can have multi-utility. Much like Elmore's Women of the Woods, a non-gamer would enjoy looking over this book and admiring the art and different stories even as a GM would take the creatures and integrate them into his campaign.

If your underwater campaign needs a boost or you want to slowly introduce a friend to RPGs, this second book in the Wanderer's Guide is your ticket.
 

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The seas are a realm of unique wonder, singular beauty, and uncompromising danger. They house a vastness of life undreamed of by those who must draw airy breath. Indescribable visions and encounters beyond expression await beneath the waves. Here the benign wisdom of the sagacious B'ThumBala parallels the heartless naltchea's cruel exploitations. Here the allure of a dazzling reef conceals the horrendous predations of a lurking skreit. Here the enchanting song of the sea piper gives way to the chilling dirge of the Devourer of All. Beauty dwells here, but so too does death. --From the Journals of Olin Drammerstad

Second in the series of indispensable guidebooks produced by the legendary Wanderers Guild, this tome is an exciting anthology of essays and observations collected by Olin Drammerstad, famed treasure seeker and gentleman of the sea, and the late Vilg Kepnear, respected scholar and researcher of marine life. The knowledge and accounts of these partners, earned through nearly sixty combined years of exploration and adventure, provide fascinating and insightful reading.

Dozens of previously undocumented creatures are given generous space for detailed explanation and splendid artistic depiction. Additional entries examine equally important topics such as the expertise of the Sea Delvers, their specialized trappings, and the fantastic environments beneath the waves.

Scribed for the Guild by eminent quillwielder Gunnar Hultgren and designed and illustrated by renowned illuminator Andy Hopp, this d20 monster manual continues the Wanderers Guild legacy in a volume designed to arm the traveler of the seas against the dangers and mysteries of the boundless blue.

Dozens of imaginative new aquatic creatures, all superbly illustrated
Beautiful graphic design
Unique presentation system with notations indicating each creature's diet, habitat, sleeping habits, and more
Interactive, community-based online support via the Wanderers Guild web site, complete with fan-submitted entries
Check out the Boundless Blue movie trailer preview, put together by fan Ben Powis!
 

Monsters of the Boundless Blue

Monsters of the Boundless Blue is a topic-specific creature book by Goodman Games, detailing a number of creatures that characters in seafaring games might encounter. The book is written by Gunnar Hultgren.

A First Look

Monsters of the Boundless Blue is a 64 page (66 including inside covers, which are used) perfect-bound softcover book available for $18.00 US.

Andy Hopp does the cover and interior illustrations for the book. The interior is black-and-white (the cover illustration is a blown up version of one of the interior illustration placed on a blue background .) The illustrations have a somewhat sketchy old school look to them, not entirely unlike what you would see from a woodcut print.

A Deeper Look

The bulk of the descriptive text in this book is written from the vantage point of Olin Drammerstad and Vilg Kepnear, fictional seafarers and zoologists of sort. Each creature entry takes up two facing pages. The descriptive text and illustration take up the bulk of the pages and has no game text. The left and right margins/sidebars contain all game mechanics text, including the d20 System stat block as well as a set of three encounters (for low, mid, and high levels) for each creature. Some creature also have additional entries, such as mundane or magical items associated with the creature or the narrative in the descriptive text.

Fortunately, the book doesn't leave you floundering if one of these items strikes your fancy. The table of contents also calls out all game mechanics entities in the book.

The narrative text is thorough and very much akin to the "ecology" articles of Dragon magazines of ages past.

The book isn't all about creatures. It helps ground the personality of the supposed narrators by the inclusion of a Sea Delver prestige class. Sea delvers are good warriors, but gain class abilities that specifically prepare them for dealing with an aquatic environment, such prolonged holding of breath, improved swimming, and bonuses dealing with aquatic creatures.

The meat of this book is, of course, the 28 featured creatures. Creatures run the gamut of types, excluding elementals and constructs. The book seems to be written using a mixture of 3.0 and 3.5 standards, as it has a "beast" creature type, but it also has a swarm (not introduced as open content until 3.5 revision.)

Some sample creatures include:
-Bulkhead: The bulkhead is the classical undead "Ghost Ship" type of creature. The one thing that distinguishes this book's take is in the narrative. The bulkhead does not always appear as a ship, and sometimes rearranges its parts to appear as other things like whales.
-Calbreek: Familiar with the idea of a double headed snake? This is a similar concept applied to a (rather large) crab, with two heads and two complete sets of claws. They also have some other challenging abilities, such as fans that let them scatter opponents and a piercing shriek that can disrupt spellcasting.
-Favilai: These are small fey with fishlike features and a manta-like hood (earning it the name "manta fey." Sometimes a boon to drowning travelers, the encounters introduce some scenarios in which these creatures are victimized by means of a new wondrous item, the sinister essence bellows, which drains the life essence of fey to power a ship.
-Kaiptari: These dangerous piscine creatures are perpetually surrounded by a web of razor-sharp tendrils, a serious hazard to any passerby.
-Naltchea: Superficially resembling a sea-borne mind flayer, these malevolent but aloof and sagely creatures are natural spellcasters (like rakshasa), but also have an ability to bend water to their wills. This creature has another instance of 3.0 rules, having the ambidexterity feat.

Conclusions

I must admit that the book has a bit more narrative than I find useful, but if you are the sort who loved old Dragon ecology articles, this should appeal to you.

However, to me the real decision making criterion in buying this book is simple: are you running a nautical campaign? If so, this book should fill out the rather emaciated picking for aquatic creatures in your game, and provides some decent adventure and campaign ideas to use them.

Overall Grade: B-

-Alan D. Kohler
 


"Stab it in the face"? Puh-lease. Look at the review guidelines. A 4 is "good". How is a "good" rating a "stab in the face."? It is a book that is useful in supporting its topic. It is not a book that makes me YEARN to play a nautical game just to use it; that is the sort of criteria it takes for me to assign a 5.

If you feel it deserved better, feel free to write your own review and explain to us why.
 

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