Leopold
NKL4LYFE
“The Valley of the Frozen Tears” is a brand new product by the company Ancient Awakenings. It is a self-contained plug and play valley setting in a forest/polar region that is populated by polar elves called eldalar, black orcs, strong and odd fey creatures such as the Faerie Host and River Maiden, around the entire valley druids and rangers help hold together the peace between the elves and the humans and keep the orcs in check, and of course humans settlers. All of this is wrapped up in a gorgeously illustrated front cover and 64 pages that is chock full of useful material for those seeking a useful artic type locale for their game.
The beginning gives a nice long and accountable detail on how the Valley came to be, how the clashes between the elves and orcs occurred, and the eventual rise of humanity to establish a city on the mountain near the edge of the valley. The history includes the names of the kings and some good background information that can be changed if needed to suit your campaign world. It is purposely kept very vanilla and very simple to allow for easy compatibility with any campaign world.
The Valley itself is comprised of many small villages and one big city called Icewall. The villages provide trade and commerce for the city and the city provides protection for the villages. Each village and city has information that tells what the village is about, some important NPC’s, what trade and commerce goes on as well as a nice full page map that shows the location of all the important locations in the villages and city. Furthermore, Ancient Awakenings has provided several pages with how much each product from the SRD costs based on the village location, population, and wealth of the village. In this way each village can offer something different at a different price and there is a simple and easy formula to use to figure it out. Brings out the feel that you are playing through a wilderness frontier and can expect prices and goods to change based upon where you are. One thing of note is that the locations are not in alphabetical order but are instead based on going out from the city from the closest to the farthest away.
There is a section devoted to the relationship between the eldalar elves and the humans, how the compact between the elves and humans is kept in check by the rangers and druids. It provides some useful information for your campaign in case the PC’s who, like all PC’s end up doing, decides to trek out into the wilderness to go hunting and exploring as they may. It shows the consequence of the actions and viable plot hooks to use for the DM in the cases where the PC’s do end up romping around the countryside. There are a few new magical items that are useful to this region and as this area is mostly woodsy they are for druids and rangers only to help stem the tide of the fey advancement.
There are nine new critters in this section. All have the SRD typical monster layout as one would expect to see in the Monster Manual and all have pictures that can be showed to the PC’s when and if they meet them. They are mostly fey/fairy type creatures which can easily be removed from this setting and applied elsewhere and all contain a full layout of the special abilities and uses for each one. The monsters appear too balanced for CR and usefulness to the locale. One big feature that I noticed was that each creature had one or several plot hooks for the DM to use in case they needed an idea on how to use them. Simple additions like this help out someone who may not be too keen on using one of these monsters in their game but instead can now have some thought on how best to use them. One of my dislikes of this area is that the monsters are not in alphabetical order and that there is no Level Adjustments (LA) for the monsters that could be considered playable races. All the monsters sans the wyld water are races that could be used as PC’s but there is no accompanying LA or ECL to take advantage of the fact. Also, they are not in alphabetical order, although there is only nine new monsters, makes it a bit annoying to flip between each one to find the monster you are looking for.
Near the end we come to the end where we have a random encounter table and NPC stat blocks. The encounter table includes all the monsters one would find in the area and the stat blocks from the SRD to help use them. So one would not need to flip between two or three products to pull up an encounter it is all provided for you. The NPC’s are all laid out from the EN Publishing product “Everyone Else”. It provides stat blocks for woodcutters, thugs, merchants, wandering soldiers, etc. A DM can simply flip through the pages to come up with a NPC for whatever situation and not have to randomly create one. All are shown with a readout of skills and feats appropriate to the NPC.
Finally we have the maps of the villages in the product and the city of Icewall. All are laid out in full color with points of interest located next to each building numbered on the map and down below shown with the name. These maps look like maps that would be provided by a 1st or 2nd tier publisher and it is great to see that PDF products are finally coming out with very well done maps that provide not only quantity for each location but quality as well.
In conclusion, I have very little negative comments to say about this product. I noticed only a few spelling mistakes but on something this big there is bound to be one or two but nothing noticeable that would cause this product to be unusable. The art is very good and fits with the theme of the product, nothing too outlandish or poor about it. The maps are well drawn and useful, and can easily be taken out of this product and used somewhere else. The villages and city have enough points of interest and places to keep the DM busy for sometime without drawing out every single place and going overboard with information. “The Valley of the Frozen Tears” is a setting that can be used anywhere on any world without any real work to do to apply it and the whole feel of the setting flows together nicely. I will be making use of this in my own world if my PC’s ever plan on going to the colder regions of my world.
The beginning gives a nice long and accountable detail on how the Valley came to be, how the clashes between the elves and orcs occurred, and the eventual rise of humanity to establish a city on the mountain near the edge of the valley. The history includes the names of the kings and some good background information that can be changed if needed to suit your campaign world. It is purposely kept very vanilla and very simple to allow for easy compatibility with any campaign world.
The Valley itself is comprised of many small villages and one big city called Icewall. The villages provide trade and commerce for the city and the city provides protection for the villages. Each village and city has information that tells what the village is about, some important NPC’s, what trade and commerce goes on as well as a nice full page map that shows the location of all the important locations in the villages and city. Furthermore, Ancient Awakenings has provided several pages with how much each product from the SRD costs based on the village location, population, and wealth of the village. In this way each village can offer something different at a different price and there is a simple and easy formula to use to figure it out. Brings out the feel that you are playing through a wilderness frontier and can expect prices and goods to change based upon where you are. One thing of note is that the locations are not in alphabetical order but are instead based on going out from the city from the closest to the farthest away.
There is a section devoted to the relationship between the eldalar elves and the humans, how the compact between the elves and humans is kept in check by the rangers and druids. It provides some useful information for your campaign in case the PC’s who, like all PC’s end up doing, decides to trek out into the wilderness to go hunting and exploring as they may. It shows the consequence of the actions and viable plot hooks to use for the DM in the cases where the PC’s do end up romping around the countryside. There are a few new magical items that are useful to this region and as this area is mostly woodsy they are for druids and rangers only to help stem the tide of the fey advancement.
There are nine new critters in this section. All have the SRD typical monster layout as one would expect to see in the Monster Manual and all have pictures that can be showed to the PC’s when and if they meet them. They are mostly fey/fairy type creatures which can easily be removed from this setting and applied elsewhere and all contain a full layout of the special abilities and uses for each one. The monsters appear too balanced for CR and usefulness to the locale. One big feature that I noticed was that each creature had one or several plot hooks for the DM to use in case they needed an idea on how to use them. Simple additions like this help out someone who may not be too keen on using one of these monsters in their game but instead can now have some thought on how best to use them. One of my dislikes of this area is that the monsters are not in alphabetical order and that there is no Level Adjustments (LA) for the monsters that could be considered playable races. All the monsters sans the wyld water are races that could be used as PC’s but there is no accompanying LA or ECL to take advantage of the fact. Also, they are not in alphabetical order, although there is only nine new monsters, makes it a bit annoying to flip between each one to find the monster you are looking for.
Near the end we come to the end where we have a random encounter table and NPC stat blocks. The encounter table includes all the monsters one would find in the area and the stat blocks from the SRD to help use them. So one would not need to flip between two or three products to pull up an encounter it is all provided for you. The NPC’s are all laid out from the EN Publishing product “Everyone Else”. It provides stat blocks for woodcutters, thugs, merchants, wandering soldiers, etc. A DM can simply flip through the pages to come up with a NPC for whatever situation and not have to randomly create one. All are shown with a readout of skills and feats appropriate to the NPC.
Finally we have the maps of the villages in the product and the city of Icewall. All are laid out in full color with points of interest located next to each building numbered on the map and down below shown with the name. These maps look like maps that would be provided by a 1st or 2nd tier publisher and it is great to see that PDF products are finally coming out with very well done maps that provide not only quantity for each location but quality as well.
In conclusion, I have very little negative comments to say about this product. I noticed only a few spelling mistakes but on something this big there is bound to be one or two but nothing noticeable that would cause this product to be unusable. The art is very good and fits with the theme of the product, nothing too outlandish or poor about it. The maps are well drawn and useful, and can easily be taken out of this product and used somewhere else. The villages and city have enough points of interest and places to keep the DM busy for sometime without drawing out every single place and going overboard with information. “The Valley of the Frozen Tears” is a setting that can be used anywhere on any world without any real work to do to apply it and the whole feel of the setting flows together nicely. I will be making use of this in my own world if my PC’s ever plan on going to the colder regions of my world.