I run my D&D campaign in my own homebrew world. Even so, I like to steal ideas from other places and incorporate them into my world. That includes other published campaign settings. In fact, I am a setting and map junkie. As such, I often buy setting supplements or products aimed at specific settings if I feel there might be ideas to mine. So it was with great anticipation that I awaited the release of Monster Vault: Threats to the Nentir Vale. Without further ado, let’s get to the review!
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What Is It?
Monster Vault: Threats to the Nentir Vale is a supplement that falls somewhere in between a monster manual and a campaign setting supplement. Wizards of the Coast is apparently in a phase in which they are experimenting with packaging methods and so this product is packaged unlike any other 4e offerings to date. The packaging is a thin cardstock sleeve that lifts off and reveals 8 sheets of thick cardstock monster tokens (bundled in 2 sets of 4 sheets each), a double-sided 21×30 poster map, a marketing flyer, and a 128 page softcover book.
Contents of the 128 page book:
Pages 1-2 contain the face-page and the credits.
Page 3 contains the Table of Contents, which lists the page and organization name of the 40 new groups/villains/creatures introduced in the book.
Pages 4-9 contain a short introduction and 4 pages of explanation detailing the various stat block terms and symbols found therein.
Pages 10-13 introduce the Nentir Vale and give short descriptions of the areas mentioned in the flavor text throughout the next section.
Pages 14-121 describe, detail, and give ample flavor text for each new group and organization, along with several pieces of art that depict many of the creatures introduced in the book.
Pages 122-126 contain an extensive glossary of the terminology used in the book.
Pages 126-127 contains a list of the 185 new creatures in the book organized by level.
Page 128 contains an ad for the Dungeons and Dragons Encounters Program.
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What I liked:
1) The write-ups for the monsters and organized groups in this supplement are very well done. Every single group gets a nice bit of background written about it, along with snippets of rumors and legends believed by the peoples of the Nentir Vale. Each one includes several pieces of information that could easily be reworked into meaningful adventure hooks for use in your game. This edition has come a long way since the initial Monster Manual released in 2008 – and this product really shows that in spades.
2) The tokens – I have to admit that I am a minis guy. I love my minis and, having over 1000 of them gives me enough variety to almost always come up with minis that match my encounters. But even so, I love the fact that tokens for each monster in the book are included in the set. I counted 268 tokens total, for 185 new creatures, meaning that there are several that come with more than one token when appropriate (e.g. lizardfolk and twig blights, both which are numerous). Just like the D&D Essentials Monster Vault and Essentials Dungeon Master’s Kit, each token has a healthy side and a bloodied side. One difference between these tokens and the tokens that came in the original monster vault is that these tokens are made with a matte finish. This matches the Shadowfell: Gloomwrought and Beyond box set, which also has matte finish tokens, but not the DM kit, which has shiny tokens like the MV.
3) The poster map – As I said before, I am a map junkie. I own multiple copies of every dungeon tile set, and I troll for maps anywhere I can find them. I consider it a huge bonus when I get a usable map with a product. This map features a boulder-strewn wilderness scene on 1/2 of one side and a cave complex on the other half; side 2 has a swamp scene with a building on one half and a street scene with the interior of one building shown on the other half.
4) This could probably fall into #1 above, but I feel it deserves its own entry. The history described by many of the entries in this book paints a fabulous picture of the area and provides some very interesting legends that the DM could mine for their game.
Example: One 4 paragraph history lesson about the River Rats of Fallcrest (page 94) tells so much about that area of town that it is more than a just lesson regarding the organization, but also doubles as a way to get an adventuring party involved, be it on the side of the merchants or the gang of miscreants known as the River Rats. This section expands greatly on a 1 paragraph description in the original Dungeon Master’s Guide, updates the stat block for the leader of the group, and then provides stats for the previously unknown members of the gang.
This is not an isolated example – several groups have write-ups that inspire a willing DM to flesh out a particular legend and use it to hook the players (and their PCs). Note that I picked an example in which some information (1 paragraph and a stat block) was already known from other products, but most of this book contains completely new material – in those cases just as much interesting background and legends are written.
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What I didn’t like:
1) The size of the book – I won’t lie – I like the digest format WotC used for the majority of the Essentials line. So stick to digest format! It would go well with the other essentials books on the shelf and would feel more a part of the modern 4e known as Essentials. I understand that we can store our tokens in the original monster vault box, but what are we to do with the book?
This sounds nit-picky even as I say it, but now I have 6 sizes of D&D printed product on my shelf: the original folio folder style adventures (e.g. H1: Keep on the Shadowfell through E3: Prince of Undeath), saddle stapled adventure/adventure site/race books (e.g. Dragonborn and Hammerfast), hardbound classic 4e books (e.g. Underdark and the DMG), digest sized Essentials books (e.g. Monster Vault, DM Kit Book, and Rules Compendium), the boxes used in the essentials products (e.g. Dungeon Tiles Master Set: The City) and now the softcover large format books (Shadowfell: Gloomwrought and Beyond and Monster Vault: Threats to the Nentir Vale. Not really a big deal, but I prefer the digest format – they look nice and the essentials digest books were generally of good binding quality – so why not stick with that?
2) Level range – I know that many people consider the Heroic Tier (levels 1-10) of 4e to be the sweet spot, and I agree to some extent. This product introduces 185 creatures to the reader, only 39 of which are higher than level 10. None are higher than level 20. Granted, the back of the book says that it provides challenges appropriate to the Heroic and Paragon Tiers of play, but still – when is WotC going to give us some Epic Tier support in their monster manual products?
Some would say that the PCs shouldn’t be hanging around the Nentir Vale by the time they are Epic Tier. Maybe so, but why not give them a reason to return to their roots then? What if they were born there and now a very big, very bad creature is trying to get at them and it is using their history as a weapon and threatening the place from which they hail? That is plausible and yet, not doable with the current product. I have come to the conclusion that the reason no one is playing Epic Tier is that there is no support for Epic Tier. i.e. it has become a self fulfilled prophecy, no one plays it due to no support, no support is offered because no one plays it – that vicious cycle has no end.
3) It is almost a campaign guide – Why is this bad? Because I want a campaign guide. I love campaign guides and this product really makes me want to see a Nentir Vale campaign guide (which WotC scratched from their product page, by the way). I like the idea of a campaign guide to describe the areas of interest in even more detail than offered in the DM Kit or other supplements. I want to read more about the history of the area, the groups that were defeated and the names of the heroes that defeated them. I want to know what the crests and symbols of the various political factions and villainous groups of the past 50 years in the Vale look like. I want more detailed NPCs and nobles, merchant houses, trade groups, mercenary bands, and farming communities. That is the stuff that makes the Nentir Vale work on a day to day basis, and I am interested in it. Would it be like reading a history book? It doesn’t have to be – it can be well written and fantastic. We have enough stat blocks for 4e, let’s have some fluff and history! This is the stuff that I want to read and that inspires me to new and different stories in my games. In 99% of cases, a stat block does not inspire me, but a well written bit of history often can.
4) Filled with adversaries – “Well, this is a monster book, what do you expect?” I suppose this could be lumped in with the above paragraph, but it is a bit different. The groups and creatures described in this product are all either villainous or, at best, neutral. When I look for inspiration I often look not just for villainous traits and unsavory enemies, I look also for groups that could become helpful allies to the PCs. I look for organizations that could form interesting ties with other groups, providing opportunities for the PCs to do more than hunt down evil and destroy it. To its credit, there are several neutral type groups in here that could be, with just a small bit of fiddling, useful to the PCs rather than all-out enemies. There are also a couple of interesting historical bits that could be exploited.
Example: The Treant civil war described on page 104. Imagine the party having to decide which side to take in that war. On the other hand, perhaps the party is hired (or is the only group strong enough) to broker a peace treaty before the next Treant war breaks out.
There are lots of pieces like this where a hook isn’t spelled out in detail or at all, but is merely hinted at. This creates much work for the DM, but could be very rewarding. Having more neutral and good organizations and groups described would help with this type of planning. Perhaps there is a group of wise wood elves that has maintained a relationship with two groups of Treants through the years and is respected by them – outlining that group might allow for a point of contact between the PCs and the Treants. The DM would have to do all the work in this case, since no group like that is described in the book.
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Verdict:
This is a good product that stays true to its name. It is more than a catalogue of threats, though, as it does go a long way to flesh out the Nentir Vale. It doesn’t go quite far enough for my tastes since I would like to see a complete campaign setting guidebook for the Vale, but still, it is a well produced product that does what it sets out to do. If you like monster manual type products and also like to hear the backstory and legends surrounding groups, then this book is for you.
Despite my complaints, I would call this one of the better D&D products released for the 4th edition.
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Afterthought regarding the D&D 4e line:
This product offers no clue to the direction the game is heading. So is this an essentials product or a classic 4e product? It doesn’t follow the digest size of the main essentials products, but is also not a hard-cover like the classic 4e monster manuals. Two quotes from the product:
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From the Monster Vault: Threats to the Nentir Vale Sleeve
For use with these Dungeons & Dragons ESSENTIALS products:
Rules Compendium
Dungeon Master’s Kit
Monster Vault
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From Monster Vault: Threats to the Nentir Vale page 4
This book is designed for use with the Dungeons & Dragons ESSENTIALS line of products. It follows the same format as the Monster Vault boxed set and assumes familiarity with the Nentir Vale region, as described in the Dungeon Master’s Kit boxed set. It also makes reference to the Rules Compendium game supplement, which gathers and codifies the complete 4th edition game rules.
You do not need any of the abovementioned resources to use Monster Vault: Threats to the Nentir Vale. The monsters and villains presented in this book are fully compatible with the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual core rulebooks. If the stat blocks format looks new to you, it’s because the format was updated in the Monster Manual 3 rulebook and used in all subsequent books. The updated format, explained on the following four pages, is designed to make it easier for Dungeon Masters to run monsters in combat.
So… it is in-between? Like I said, no clue to the direction of the system. Some may say that this doesn’t matter and doesn’t belong in a review of a single product. Perhaps they are right, which is why I put this at the end and not in the review proper. I still think it is worth mentioning, though, as thing of interest to anyone who plays the game. I like it when the releases for a system support and mesh well with other releases for a system. This is a great product, but one that gives me no idea where they are going next, with the system as a whole or with the Nentir Vale as a setting.
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Hope you have enjoyed this review!
Until next time, I wish you good gaming.
Nice Review. I’ve been thinking about this product mainly because I have a small mini collection and wouldn’t mind something simple like tokens to fill out the ranks. I’ve never touched the Essentials line and I wonder how well they work with the original 4e system as well. You may have made up my mind about getting this product.
i like it too but agree they should have packaged the cancelled nentir vale gazetteer w this and just made a kick ass nentir vale campaign box. would have been legendary
Thanks for the review.
Why is there any confusion about the direction of 4E? Essentials are now the perpetual product, so everything that comes after Essentials is going to say it is for use with those products. This isn’t for us as much as it is for retailers. Essentials, in and of itself, hasn’t done anything to prior 4E content (the volume of errata though…) and it is all 4E.
The faster people stop trying to make Essentials a different version of the game the better, & everytime someone questions the “future direction” like Essentials is seperate from the 4E line the longer that question festers. The direction is “more 4E”, for players that means WotC exploring the character design space more; PHB1 style, PHB3 style, Essebtials Style, something new.., for DMs it means more useful books with a good balance of fluff and crunch with the crunch benefiting from 3 years of “live” testing.
Don’t confuse marketing with design in otherwords.
Except that your point is only true if I accept the assertion that Essentials hasn’t done anything to prior 4e. I do not agree with that.
I do think that Essentials is something separate – the design philosophy has changed and that has changed the way new developments are implemented and added to the system. This means that the more products released under the Essentials design philosophy, the further away we get from the classic 4e system.
It feels different to me in the same way that 2e felt different from 1e. Perhaps it is just the old player in me, but it is different.
Look, I am one of those people that knows I have enough role-playing books to last me for the rest of my life. Heck, I have enough older materials to play 1e or basic D&D for the next 20 years and have a grand time doing it. But I liked classic 4e, and I would like to see them develop more of it… they won’t though, because Essentials is the new 4e. Everything from here on out will be Essentials style.
So, why do I make comments and ask questions about the direction of the game? *shrug* Perhaps I am in denial and am trying to fool myself into thinking there is an inkling of a chance they may keep developing for the classic 4e style – but in moments of clarity I know that they will not – there isn’t a shred of a chance of it – but I can still hope, right?
I do hope you are right that we will get more useful books with a good balance of fluff and crunch, but I fear that soon we won’t actually get books, but rather, we will get to buy access to the materials online.
Ugh – all Essentials did was add a marketing label to the continual design and development that has been happening in 4E since before the first PHB hit the shelves. I disagree entirely that there is such a thing as “Classic 4E” in any meaningful sense. Each Player’s handbook release pulled more and more at the fabric of the PHB1 class design structure.
I entirely believe that if the “Heroes of … ” books had been published as PHB4 and PHB5, with no mention of any kind of “Essentials” branding, then nobody would have seen the need to define an arbitrary range of early products as “Classic 4E”.
I for one am glad that the Design and Development teams have been expanding on character construction options – as opposed to being strictly bound to the Character Advancement table on page 29 of the PHB.
I really wish that players, DMs, bloggers, tweeters… etc would worry a lot less about marketing, branding, and labeling, and more about smashing monsters and telling stories.
That said, I thought your review was well written, interesting and informative. :)
“I for one am glad that the Design and Development teams have been expanding on character construction options – as opposed to being strictly bound to the Character Advancement table on page 29 of the PHB.”
You feel that the Essentials character builds and their constraints are LESS strictly bound to rules/advancement tables than the PHB1 advancement scheme?
I disagree.
The fact that I am not a fan of the essentials style is the thing that makes me pay close attention and scrutinize the marketing and design/development choices of the WotC team. I am a fan of the game though, and so I comment on the direction that it has taken – this is a constant thing that has been going on since the introduction of D&D to the world, so you shouldn’t be surprised. ;)
Seriously though, I appreciate everyone’s comments – I like the discussion and I am sure I am coming off harsher and more stubborn than I actually am about this issue. I do agree that we should play the game we want and have fun!
Thanks for the review Sam. Ive picked up just about new release this year even though it just sits on my shelf not being used because of my limited time to dedicate to gaming anymore. So the in depth review is very helpful as Ive just skimmed the books and what not of what Ive bought.
@DM Samuel
”’You feel that the Essentials character builds and their constraints are LESS strictly bound to rules/advancement tables than the PHB1 advancement scheme?”’
Not exactly – but classes are no longer bound to the table I mentioned – ie, a strict array of at-wills/enc/daily powers that all classes gain at the same rate. I think that by breaking away from that structure gives the developers a chance to make the classes play and feel much different from one another.
But I think I know what you’re getting at – that there are less choices within each level advancement – so a Rogue will have a harder time distinguishing itself from another Rogue. I’ll agree with that to a degree – but I can remember some people feeling the same way with the original PHB initially- ie, that a character got to choose 2 at wills out of 4. For many of the “Essentials” builds, they actually have a greater number to choose from at level 1.
I dunno – I think the biggest thing that I appreciate is the ongoing effort to tighten up and improve the game (and in a way that doesn’t make any former product useless). While I really enjoyed the highly complex combat of 4E in the beginning, as the years have gone by, all the interrupts and book-keeping of some of the original classes (and monsters) start to grate on me, to the point where I have a harder and harder time understanding why anyone would hold onto them to the exclusion of anything new. I guess the cleanliness of the stuff developed in the last year just sits well with me as a player and a DM.
I think I understand where you are coming from. I can understand the desire to smooth things out, make them less complicated, and yet still expand the options at the same time – I can see where Essentials does this for you.
Thing is, I also enjoy the highly complex combat and tactical choices in the beginning of 4e. Unfortunately I still enjoy it, and it is, to some extent, the reason I still play 4e.
When I want something less complex, I go back to basic D&D and 1e – short and sweet (and deadly) combats, not very complicated, easy to adjudicate, and plenty of released material for me to mine for ideas. It is for this reason that I am not a fan of Essentials. It is doing something to the tactical, highly complex 4e that I enjoy that makes it more like the older editions I also enjoy. But in that case, if I have a choice, I pick the older edition every time.
I do agree that the latest releases are very slick and clean, though, and for that I give WotC much respect.
Super great rewiew DMSamuel. I just bought this product myself and quasi-reviewed/discussed it on my blog.
With respect to the “Essentialsness” of this product, I think it’s pretty neutral. I’ll agree with you that Essentials did change 4E. However, I don’t think that’s quite how I would put it. I would say that they had decided to make changes to 4E (many of which really started in PHB2 and PBH3) and then decided to call those changes Essentials. A subtle difference, but one that makes some things more clear that what most people realize. Example: Essentials is not a design direction. Essentials is simply the easiest way to discuss the changes they have made to 4E while drawing an imaginary line in the development sand post PHB3. I’ll agree with another commenter that if they had released the 2 Essentials Player books at PHB4 and had called the remade classes “simplified builds” then no one would have ever made a fuss whatsoever.
That being said, I don’t think classic (or what you call classic) 4E is dead or gone. I think it’s simply ground that is pretty fully explored (worn thin if you ask me). I would argue that we already had too many examples of 4E development to the point of 4e classic being downright bloated. Too many races and too many classes. Things really started to look the same, more overlap and classes grasping for oxygen.
The options given to us at classic 4E beat the dead horse of its design philosophy were not options in the sense that I wanted. When I want options, it’s not in power selection, its in class type, feel at the table. And IMO all the classes were effectively the same (or at least incredibly similar). Playing a fighter felt far too much like playing a magic user in the power management arena for my tastes.This made things easier to understand moving from class to class but I felt like a lot of the choices were empty (how many marks do we need? How many area effects? how many striker bonuses? before they start to feel the same). Having said that, even though some (not all) Essentials classes offer fewer choices in their constructions, their very existence and their divergence from classic 4E builds is what allows players to actually have more options than they had before. I would argue that a simplified version of a class that plays differently is a true-er option than yet another build with heaping on more power choices.
I’ll also agree that this particular thread has made you sound more harsh and grognardy than you really are. I’ve heard you discuss similar topics on several podcasts and I have NO doubt that you are a super cool and well-reasoned consumer of the game. I’m not trying to be argumentative or contradictory, just to chime in on the subject with the hope that I have a perspective that someone may find worth reading.
Anyway, great great great review, glad to hear others are enjoying the Nentir Vale product as much as I am!