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<blockquote data-quote="redrick" data-source="post: 6574255" data-attributes="member: 6777696"><p>I have gotten a lot of mileage out of Fifth Edition Foes. It provides a very different sent of monsters from what the (excellent) Monster Manual provides, which makes it good for filling out those weird, pulpy adventures, or just giving you a variant type of monster when you want to surprise your players with something they've never seen before. I've managed to get 6 or 7 into direct confrontation with my player characters so far, and I have a bunch of others who have just been waiting in the wings.</p><p></p><p>Some of my best "oh ****" moments have come from monsters from this book, especially because 2 of my players also GM and are pretty familiar with the contents of the Monster Manual. One of my players will even "remind" me of features that I am forgetting or mis-reading. I can still put the fear of God into them with a room-full of wraiths, but there's something great about that first time you see a new monster and realize, "oh my God, it does that!? run away!"</p><p></p><p>Quests of Doom seems like a solid product and is definitely great bang for your buck. If you're interested in short adventures a la dungeon magazine, grabbing Vol 1 is a bit like picking up 3 or 4 issues of Dungeon. On the other hand, I've only run one adventure so far (The Noble Rot) and found it to be only so-so at our table. I've written a somewhat tedious account of it on this forum.</p><p></p><p>We might have a wizard joining our group soon, and I've thought about picking up Lost Spells to use as treasure items to be found.</p></blockquote><p></p>
[QUOTE="redrick, post: 6574255, member: 6777696"] I have gotten a lot of mileage out of Fifth Edition Foes. It provides a very different sent of monsters from what the (excellent) Monster Manual provides, which makes it good for filling out those weird, pulpy adventures, or just giving you a variant type of monster when you want to surprise your players with something they've never seen before. I've managed to get 6 or 7 into direct confrontation with my player characters so far, and I have a bunch of others who have just been waiting in the wings. Some of my best "oh ****" moments have come from monsters from this book, especially because 2 of my players also GM and are pretty familiar with the contents of the Monster Manual. One of my players will even "remind" me of features that I am forgetting or mis-reading. I can still put the fear of God into them with a room-full of wraiths, but there's something great about that first time you see a new monster and realize, "oh my God, it does that!? run away!" Quests of Doom seems like a solid product and is definitely great bang for your buck. If you're interested in short adventures a la dungeon magazine, grabbing Vol 1 is a bit like picking up 3 or 4 issues of Dungeon. On the other hand, I've only run one adventure so far (The Noble Rot) and found it to be only so-so at our table. I've written a somewhat tedious account of it on this forum. We might have a wizard joining our group soon, and I've thought about picking up Lost Spells to use as treasure items to be found. [/QUOTE]
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