Treasure
is an important part of Pathfinder games. Players often get very
attached to their characters' equipment—enough so that being the
target of mage's disjunction,
a spell that destroys magic items, is often considered a worse fate
than dying. At high levels, death is not that hard to reverse in
Pathfinder. Replacing powerful magic items can be much more
difficult. It is a bit unfortunate that acquiring monetary wealth is
such a principal motivator for PCs, but the fact is, the ownership of
magic items is tied into the very mechanics of the game. PCs need
wealth just to keep up. Fortunately, there is lots of treasure to be
gained on adventures.
Unfortunately,
when treasure is so prevalent, it starts to become very generic. A +1
longsword doesn't seem all that
special, when virtually every adversary has a +1 weapon of some kind.
I've had players comment on the sheer volume of rings of
protection they find during
an adventure path. Each time
another one comes along (and more come along quite frequently), they
redistribute the ones they have and mark the leftovers with the
lowest bonuses for sale. Although these are technically magic items,
their sheer “normalness” makes them seem not very magical at all.
Of
course, it can be very difficult to make every item unique. It would
take a huge amount of work to do so, especially given the amount of
magic characters are expected to possess once they reach higher
levels. As such, it's natural that significant portions of that magic
will become somewhat generic. However, that does mean that when a
more unique item does come along it can really stand out. One avenue
the game has for more unique items is through artifacts.
The book, Artifacts & Legends
provides many sample artifacts for GMs to use in their games.
However, artifacts tend to be very powerful and can unbalance games
if not carefully handled. They work best in high-level games. So what
about less powerful magic items in lower-level games?
This
is where Lost Treasures
comes in. This book provides a large number of unique (or nearly
unique) magic items, complete with background stories and adventure
ideas for using them.
It's a good book for GMs looking
to add a few treasures into
the game that stand out from the typical +1 weapon or
cloak of resistance. A
few are powerful items; many others are considerably less powerful;
some aren't even magic items, but just mundane items of high value or
historical importance. However, all the items have
their own individual character to them and will add a ton of flavour
to treasure hauls.
Even the mundane items here are anything but mundane.
Lost
Treasures consists of a short
introduction and only two chapters—with the second chapter
representing the bulk of the book. The introduction is in the form of
a Pathfinder field report and includes brief details on a number of
other treasures that GMs might want to expand upon and include in
their games.
The
first chapter provides some brief rules guidelines for how characters
can learn about and search for treasures, including things like
research, legends, and maps. The chapter then provides details on
twelve treasure hoards that GMs can add to their games. This is a bit
misleading, however. The chapter does not actually describe any of
the hoards themselves. Rather,
it describes locations where great treasure hoards may be found,
allowing GMs to customize the treasures for their own games—even to
incorporate one or more of the items from later in the book if they
desire. It makes sense to take this approach as every GM is going to
have different needs. However, the decision to call the section “Lost
Treasure Hoards” rather than something like “Lost Treasure Hoard
Locations” is a bit mystifying.
The
locations themselves offer a good variety of options and are spread
out across the Inner Sea Region of Golarion (with one, the Shrine of
the Naga Prince, outside this area, in Casmaron). There is a map
showing the location of each. The locations vary in style, from
undead-infested cairns to ruined prisons and ancient temples. The
lengths of each entry vary a little, but are generally around a third
of a page long. The first chapter concludes with some sample curses
that might protect lost treasures, and a selection of magical
treasure chests.
The
second chapter takes up the majority of the book, and is filled with
forty-six specific items and their stories. Each item description
contains its game statistics, history, and “legacy”. The legacy
section contains brief plots or events that gamemasters can use to
build adventures that feature the items. Most of the item
descriptions are one page in length, although two (the Champion of
the Gilded Host and the Feathered Galley of Ataylos) are
two pages. A few of the items (including the two with longer entries)
have additional material beyond just the history and legacy sections,
such as a new simple template for the Atavistic Splinter and a
new bard masterpiece for the Songs of Shazathared. The items
come from areas all across the campaign setting. Some are ancient;
some are more recent creations. There is also a wide range in power
levels of the items. Overall, there's enough variety here that most
GMs should be able to find something that fits their needs.
I'm
not going to list all the items here, but I will mention a few of
them to help illustrate the variety available. The Bell of
Obedience dates back to the time of Earthfall. It can be fitted
with different clappers and has different effects depending on the
material used for the clapper (such as a good hope effect for
bronze). The Champion of the Gilded Host was a colossal
construct designed to fight the Tarrasque. It now only survives in
several pieces. Fiendsplitter is a +1 demon-bane battleaxe
forged by the spirits of the inhabitants of an Ulfen town killed by a
horde of demons. Gaspodar's signet is one of the non-magical items in
the book. It is the signet ring of one of the kings of Cheliax, still
on his severed finger and preserved in a sealed glass jar of honey.
The Kiss of Noctura is one of the more gruesome items. It is
the severed lips of a succubus. To use the item, a character must
graft the lips onto his or her own face. Mishan's Melodious Feather
is another of the non-magical items in the book. It contains the
record of an ancient people wiped out by the Keleshite Empire. The
record is written in miniature print on a single feather.
One
of the best things about treasures with unique histories is it's
easier to tie them into the stories of adventures the PCs partake in.
They become more than just random treasure. Finding a ruby worth 500
gp is nice, but finding a Leng ruby worth the same amount carries
with it so much more weight and intrigue. Leng rubies are used as
currency by the denizens of Leng. What dealings did the creature the
PCs acquired the Leng ruby from have with these myserious beings?
Could it have any impact on the PCs themselves?
Lost
Treasures provides GMs with more
than just treasures to hand out to PCs to
help meet the wealth-by-level guidelines.
It provides them with story ideas and information about historical
people and places. It provides the seeds for adventure, and GMs
really can't go wrong with that.
Very nice review for a book i'm likely gonna get after reading this. I especially like the presence of "mundane" object in it.
ReplyDeleteThanks !
Glad you like the review!
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