[Note: Recieved as a gift and so five-starred as a courtesy]
Monuments is exactly what is says on the label, no more or less. five landmarks you can use in your own adventures to drive adventures or simpyl ad flavor to your campagns in the old world. Each comes with a pre-written adventure idea and some details to push it, but are not by themselves enough to run as adventures without signifigant GM addition. this is probably the weakest part of the document as well, as the adventure hooks are designed to ply into the story and not to draw in the party so they are often things that will resolve themselves if the adventurers ignore them or decide to "deal with it later. The art is on par with the rest of modern WFRP's standards. Good if you find yourself needing a few sessions to handle the fallout of the party's nonsense during their regular campaign.