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This book is a wonderful supplement to any D&D collection. For gamers wishing to take their party on a seafaring adventure, this book is essential. Chapter 1 cites marine terrain, weather patterns and modifiers, various aquatic locations, and rules on sailing and maneuvering ships for travel and battle. Excellent help when deciding the length and perils of the journey ahead.
Chapter 2 is all about races. Four new races are introduced in this book; the Aventi, the Aquatic elf, the Hadozee (a race of ocean-loving apes), and my very favorite new race so far, the Darfellan (think "orca people"). Other races are variations on the standard D&D races.
Chapter 3 gives new class options, and 7 prestige classes like the Leviathan Hunter or Stormcaster. Chapters 4 and 6 are all new feats, skills, spells and magic items.
Chapter 5 gives details on different ships and equipment one might use.
Chapter 7 is 35 pages of new monsters. The Coral Golem alone is worth it! Plus the Hippocampus, Dire Eel, Seawolf, Caller from the Deeps, and a CR13 Scyllan (featured on the cover illustration).
The last chapter gives a few locales to test out the new rules (encounter info is listed in the Appendix).

If you love pirate movies, Greek mythology, or just always wanted to have underwater adventures, this book will bring all those awesome elements straight to your gaming table.

10/10
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Added by Starr the Insane
17 years ago on 2 February 2007 21:32