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.
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.