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MonkeyGod Presents: Frost & Fur
 

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Average Rating:4.1 / 5
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MonkeyGod Presents: Frost & Fur
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MonkeyGod Presents: Frost & Fur
Publisher: Highmoon Press
by Thomas B. [Verified Purchaser]
Date Added: 01/25/2010 17:08:43

So I got this product as part of the Haiti relief bundle. I wouldn't have looked at it twice due to the d20 logo on the cover, but I vowed that I would at least browse every product in the bundle. Wow...there is some nice stuff in here. First off, more detail than I will ever need for running an adventure in a cold, icy setting. Some tremendous cold-themed monsters, magic items and spells as well. This book is just LOADED with stuff. For my purposes, I'll be taking chunks and converting it to Savage Worlds, but I found a LOT to convert. I give it a 4 out of 5, if only because my system of choice means I won't be using it "as written", and thus it'll take a bit of extra work. Nice surprise.



Rating:
[4 of 5 Stars!]
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Creator Reply:
I'm glad you browsed through it and found it cool (no pun intended). :-)
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MonkeyGod Presents: Frost & Fur
Publisher: Highmoon Press
by Richard H. [Verified Purchaser]
Date Added: 10/18/2005 00:00:00

A nice product overall. I am running a campaign where the party is going to be in some colder lands for quite a while and I think that this book will be very valuable for that.<br><br><b>LIKED</b>: The different weather conditions and effects are invaluable to any cold land based adventure.<br><br><b>DISLIKED</b>: The equipment section was relatively weak. Although quite a few weapons, armors, and modes of transportation were discussed, it almost completely lacked any entries on basic survival equipment in this element--which was something I was really hoping for. There were only two new items introduced--the sun visor and solarsteinn. Very dissapointing.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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MonkeyGod Presents: Frost & Fur
Publisher: Highmoon Press
by I. P. [Featured Reviewer]
Date Added: 10/10/2005 00:00:00

The ?Frost and Fur? PDF file (244 pages total) contains both the actual book and errata (3 pages). The actual text contains a notation where there is errata and refers to the page that the errata is located. Given this product has been around a while, it does not seem unreasonable that the text itself would be corrected in the PDF, rather than having a simple notation adding or correcting an error. Separate errata are an artifact of paper publishing. Electronic publishing allows more. In addition, the PDF bookmarks has at least one minor inconsistency with the actual text. For example, some of the bookmarks within the ?Environmental Hazards? chapter are listed out of order. Finally, with this download a second PDF is included that contains a six page web enhancement.

?Frost and Fur? itself provides rules on surviving in cold climates, discusses the cultures that have historically done the surviving, and points out lots of things, both great and small, that a campaign set in this environment must consider.

To provide some guidance on the content I will divide my comments by chapter.

Cold Terrains This chapter contains eight sections, each focused on a different terrain. For each of these terrains, in addition to the descriptive text, they provide a table for encounters with varying entries for day and night. The descriptive text for each terrain includes a portion dedicated to the variety of creatures likely to be present and to the types of resources likely to be found there.

Environmental Hazards There are four different sections to this chapter; ?Arctic Climate?, ?Dangers?, ?Terrain Features?, and ?Natural Disasters?. The first section, ?Arctic Climate?, contains fourteen different hazards. I will provide a closer look at this section to provide you with an idea of what the remainder of the text includes. Some of the hazards include the wind, temperature, fog, sleet, and daylight. For example, you can find a table establishing the number of hours of daylight in any month at any particular latitude or a table providing guidelines for starting a fire in ten arctic or subarctic terrains. Among the topics of discussion in the ?Dangers? section are dehydration, frostbite, starvation, and sunburn. Crevasse, glaciers, icebergs, and serac (towers of ice) can all be found, among others, within the ?Terrain Features? discussion. The ?Natural Disasters? section includes discussions of events such as avalanches, icefalls, and lahars (which are mudflows created from volcanic eruptions in cold weather regions).

Races This chapter discusses each core race in its own section. (Dwarves, Elves, Gnomes, Half-Elves, Halflings, Half-Orcs, and Humans.) Each core race has suggested racial modifications for the cold climates. Then subraces of each core race, based on different cold weather cultures, are described. (Such as Slavic, Nordic, Eskimo, and Ice Age.) These variant races provide an interesting opportunity to customize a campaign world.

Classes This chapter suggests a variety of concepts to allow both adventurer and NPC classes to be altered due to cold weather climates. Again, each class is associated with one of the previously mentioned cold terrain cultures. There are eighteen classes discussed here. Remember that this chapter does not contain new classes, nor does it address prestige classes. Instead it discusses which adventurer and NPC classes are appropriate to specific cold weather cultures and how they are modified due to the influence of each of those cultures. This is great for the dungeon master hoping to build the ?feel? of a campaign.

Equipment This chapter covers everything you expect to see in a chapter concerning equipment. New items suited to the cold climates that are the focus of this book comprise this chapter. The trade system for each cold climate culture are discussed briefly. The chapter then describes miscellaneous items, shelters, transportation, weapons (including a weapon table), and armors (including an armor table).

Skills & Feats New skills are described in this chapter along with the impact of the cold weather climate and cultures presented throughout the book on the core skills. The chapter then presents seventy eight new feats that are appropriate for cold weather. That?s right...78 new feats. Take a deep breath.

Magic The chapter begins by describing how cold weather impacts on the abjuration, conjuration, evocation, illusion, necromancy, and transmutation schools of magic. Then, the author sets out a new ?Ice? domain. Nineteen altered spell effects, due to the cold, are then discussed in the following section of this chapter. The chapter concludes with a long list of new spells appropriate to the cold climate cultures discussed throughout this book.

Monsters This chapter provides exactly what it promises, hordes of frigid and icy creatures. Plenty of winter wonderland woe.

Magic Items The descriptions of magic items in this chapter are broken down into Nordic, Eskimo, Slavic, and Ice Age categories so as to assist the dungeon master looking to import a particular flavor into their campaign.

Norse Culture The first culture described in whole is the Norse. The Norse entry is divided into the following sections: Classes (3), Prestige Classes (6), Weapons and Armor, Monsters, Nordic Spells, Runecasting, Herbs, Pantheon, and Campaign Hooks.

Eskimo Culture The Eskimo entry is divided into the following sections: Classes (1), Prestige Classes (3), Weapons and Armor, Monsters, Eskimo Spells, Pantheon, and Campaign Hooks.

Slavic Culture The Slavic chapter is divided into: Races (3), Classes (3), Prestige Classes (5), Weapons and Armor, Monsters, Slavic Spells, Pantheon, and Campaign Hooks.

Ice Age Culture Finally, the Ice Age chapter is divided into: Prestige Classes (3), Weapons and Armor, Monsters, Ice Age Spells, Pantheon, and Campaign Hooks.

The final four chapters are the gem of ?Frost and Fur?. The dungeon master can use these to guide the creation of a new campaign setting. The earlier chapters all support these campaign settings by identifying which cold climate cultures are relevant to each particular detail. In keeping with that line of thinking, the web enhancement is a listing of all the relevant game material from ?Frost and Fur? listed by culture.

If you are interested in creating a cold weather campaign, ?Frost and Fur? is a must have resource.

To rousing gaming and ample rewards, I. Perez<br><br><b>LIKED</b>:

  1. Contains a web enhancement that perfectly fits the concept of the book.
  2. Great idea that expands an underused campaign concept.
  3. Provides a solid historical basis for the dungeon master interested in creating a rich and authentic wintery campaign setting.
  4. Substantial content. <br><br><b>DISLIKED</b>:
  5. Separate errata.
  6. Formatting of the Table of Contents. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>


Rating:
[5 of 5 Stars!]
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Creator Reply:
Thanks for the review. As far as the errata is concerned, it wasn't included in the actual text because of the lack of the original layout files. While it is easy to fix a few words here and there with Acrobat, whole paragraphs of text are beyond the scope of the editing tools. Should we ever get a hold of the layout files, rest assured we will fix and update the e-book. Glad you enjoyed it.
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MonkeyGod Presents: Frost & Fur
Publisher: Highmoon Press
by John S. [Verified Purchaser]
Date Added: 09/27/2005 00:00:00

Tons of material, but none of it is very well thought out. A few ideas that were really fleshed out would have been nice. Some of the art was excellent, but much of it was poor.<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[2 of 5 Stars!]
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Creator Reply:
Would you care to expound further on any of your comments? These don't really say much.
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MonkeyGod Presents: Frost & Fur
Publisher: Highmoon Press
by Jerry L. [Verified Purchaser]
Date Added: 07/16/2005 00:00:00

I like what I have read and I am only half way through this book. Good Book more than enough details to help you run a winter campaign. Bigger better and at a better cost than some of the bigger companies books.<br><br><b>LIKED</b>: Can help me run winter campaigns in my RPG enough info that you can use for ANY game D20, future, modern day etc. Vampire Dark Ages.<br><br><b>DISLIKED</b>: Software I wish this enough was set and ready for one of the RPG software companies.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[5 of 5 Stars!]
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