Sign in to create or edit a product review. A book of fun new monster options for 5e. Some of these I have seen before from Frog God for earlier editions of the game. They're well designed, balanced, interesting and cover a wide level range in depth. I don't know that I'd really give it 5 stars, but 4 stars seems too few. A 4.5 star option would be good to have. This is the book of adventures that was published to go along with the Frog's Borderland Provinces picaresque sandbox setting. If you're going to use that, then this is an excellent companion piece of adventures. It's also good on its own. If you're not using the Borderland Provinces then you should check out their Quests of Doom books as an alternative. They're all designed to be easy to insert into your own campaign world. This is designed for a picaresque style campaign. Think episodic fiction, like Firefly, or Traveller RPG, but obviously in a fantasy setting. I've been using the Swords and Wizardry version in my campaign but I own both it and the 5e version. If you want to run a sandbox style adventure then this is a good option.
Chock full of excellent advice for GMs. Particularly for GMs running more open-world, sandbox style campaigns. This book brilliantly describes the bizarre and alien world beneath the usual (and by now a bit tired) Under-Dark we all know so well. These Cyclopean Deeps are where the Drow fear to tread. Wonderfully described, alien, fascinating and truely deadly this large and unusual Sandbox gives tonnes of interesting options for adventure.
This is not a rail-road adventure with a particular plot to be followed. What the party can do in this module is limited only by the player and GMs imagination but fortunately the author provides a lot to inspire those imaginations. This book brilliantly describes the bizarre and alien world beneath the usual (and by now a bit tired) Under-Dark we all know so well. These Cyclopean Deeps are where the Drow fear to tread. Wonderfully described, alien, fascinating and truely deadly this large and unusual Sandbox gives tonnes of interesting options for adventure.
This is not a rail-road adventure with a particular plot to be followed. What the party can do in this module is limited only by the player and GMs imagination but fortunately the author provides a lot to inspire those imaginations. I own the S&W version of the hard-back, so cannot comment on the PF statistics but the rest of the book is identical. Starts off with a classic intro adventure for level 1s that leads into a well fleshed out town and wilderness area with an excellent main adventure for levels 2-3. There's also plenty of sandboxing opportunies with lairs and encounters in abundance. It then goes into a cool 5+ level dungeon where your players will have to play cleverly and know when to run and when to avoid areas. This isn't a dungeon to be cleared like in a computer RPG. This is a dungeon where you go in, get your job done, and get out while avoiding the things that would easily kill you stone dead. It's all true. The Slumbering Tsar is absolutely amazing. I'm not going to bother writing a huge review of it - there's plenty of those out there already. Consider this a giant +1 for all the reviews already out there saying that the Slumbering Tsar Saga is fantastic. It is epic, twisted, wonderful and genius. I've had so much fun GM'ing this. The party I'm running it for is still only half-way through the module but I've had so much fun that I wanted to post a review up now. It's quirky, weird and there's plenty of opportunities to really creep your players out. In a fun way :) There's also a wonderful opportunity for 1 of your players to get separated from the group without anyone knowing what's happened to them. One of my players did what his character would have done and stumbled right into it. It's adding to the dramatic tension during the break between sessions. So far it's been really RP heavy, which has been very fun. The 2nd half is clearly going to be a lot more hack'n'slash. I can't picture it being as much fun as the first half but that's just because the first half is so much fun. I'm another vote for creepy southern accents from the GM - think Deliverance, The Hills Have Eyes, etc. Fun. |