Adventurer's Vault

grimjaws

First Post
Introduction
Adventurer's Vault is a catalog of new equipment and magic items for Dungeons and Dragons, 4th edition. The book consists of two major parts. The first part discusses new mundane equipment and the second part deals with magic items of all types. The items introduced in this book are a good balance between old and new, with many classic items from previous editions well translated to 4e.

Appearance
The book weighs in at 223 pages. As is typical for D&D 4e products, the full color cover has a matte finish with several elements picked out in a glossy finish. The cover art depicts several items contained in the book and is very evocative of what the book contains. All of the items on the cover are described in the text and many of them will be readily identifiable. The interior art is of a solid quality with no poor pieces. Wayne England's works do stand out a bit as they are of a distinctly different style. Much of the art depicts items either on display, or in use by adventurers. There is little text in this book with the majority at the beginning, but it is well formatted and is of typical density for a WotC product.

Setting
There is very little setting information in this book. What little there is appears in the form of one sentence descriptions in each magic item stat block. This lack of setting information is not unexpected, nor does it detract from the book's utility, as this is a catalog of new equipment. This reviewer thinks that these one sentence descriptions of each item are useful in that they can be used to enliven combat from a purely utilitarian, "I got a 16 to hit," description.

Characters
Characters will benefit greatly from this book. The first chapter introduces 25 new mundane weapons. Many of the weapons are from older editions that were left out of the Player's Handbook, such as the spiked gauntlet and double weapons. Examples of completely new weapons are the mordenkrad (a huge hammer) and the waraxe (much like a bastard sword). I must say my inner dwarf was very pleased at the introduction of new axes and hammers to dilute some of the inherent sword fetishism in fantasy games. The mundane weapons are well designed with the majority of them being superior weapons, requiring the appropriate feat to be taken to gain the full benefits. Regrettably, double weapons make their comeback here. From a mechanics standpoint they are acceptable, but this reviewer cannot wrap his head around how some of them are used, double axe and double flail especially. Also contained in the equipment section are 27 new types of masterwork armors, 4 for each type of light armor and 5 for each type of heavy armor. Most of these armors not only grant improved armor bonuses, they also improve non armor defenses as well.

Mounts and vehicles are also detailed here with statistics for 11 new mounts and 9 vehicles. The new mounts range from the somewhat mundane, camels and elephants, to the fantastic, sea horses (which I would guess to be a hippocampus) and trihorn behemoth (triceratops). Most of these creatures are of levels higher than horses so care must be taken to not overbalance these new mounts. The majority of the vehicles listed are ships of various sizes, with some fanciful vehicles included as well, e.g airships and ornithopters. Yes, the apparatus of Kwalish is back as well.

Another section introduces alchemy. Alchemical items are one use non magical items that are of general use to adventurers. Alchemy is handled much like rituals, where a character needs to take a feat to learn how to make alchemical items, and then simply pay the price to manufacture them. The items listed run a wide range of effects with some obvious offensive choices (alchemist's fire and alchemist's acid) to more supportive like the herbal poultice. Many of the items, especially the volatile and curative ones, scale so as to remain viable at all levels. The alchemy rules and items have been warmly embraced by lower level groups as the cost to produce these items makes them easily accessible. These items, for this reviewer, have been particularly useful on nights plagued by bad dice rolls, by giving characters ways to enhance attacks after all of their encounter powers have been expended. It remains to be seen how the items hold up in popularity in paragon and epic tiers.

The last section, which is the majority of the book, is lists of new and reintroduced magic items. This chapter is divided into item categories, e.g. weapons, armor, holy symbols, etc. The magic items are on the whole well designed with a few that hold a potential for abuse. All of the items follow the same standardized layout with the item name and level followed by prices, enhancements and powers (if any). Scattered throughout the book are items from all of the previous editions of Dungeons and Dragons, for example Ioun stones and the ring of the ram (now called the ring of ramming), and they have been faithfully converted to work in 4e; some work even better now. This comes from the fact that the designers have allowed most magic items to only have one power and each character is limited in the number and types of items used each day. So now the character can be cautious, and will have to make tough choices as to which item power they use, or they can press on and gain milestones making more powers available to them during the course of one day. The vast majority of these magic items can be scaled up in level as well, allowing them to be used over long stretches of the game, thereby alleviating the need for characters to carry large numbers of magic items. The wide selection of items in each category supports all different character builds.

Armor is listed first and provides over 100 new enhancements, all of which grant a power or property to the wearer. Some of the powers listed further enhance the defensive capabilities of the character, but for the most part the powers grant abilities that hinder enemies in other ways, for example one armor can cause the earth under an opponent to immobilize them. Many of these powers can be used to shore up gaps or boost certain roles in the party. Leaders and controllers can share the work load with other party members wearing certain armors.

Weapons are next with nearly 120 enchantments introduced. Each weapon has one or more powers assigned to it with many of the powers being offensive in nature A substantial minority of the weapons have restorative powers as well, the best example being the healing weapon. This reviewer feels that these restorative powers are a good thing as it takes the burden off of the leader in the group to keep running about healing the defenders, the defenders can now help themselves a bit.

After weapons comes all types of magical implements. First are the holy symbols with over 30 new symbols. Most of the holy symbols have no deity associated with them, allowing their use by any class that can wield them as implements. Eleven of the symbols are keyed to specific deities detailed in the Player's Handbook. If a group does not use the gods from the Player's Handbook these symbols can be easily switched over to which ever gods are being used in the setting. The powers of the holy symbols are fairly evenly divided between offensive and defensive. Next come orbs with nearly 30 new orbs. While the armor, weapons and holy symbols are evenly distributed over the three tiers, orbs fall much more heavily in the paragon and epic levels. The powers of orbs are well tailored to support controllers in their role, with many of the orbs imposing additional status effects. There are 27 new rods introduced. As stated in the rod description, many of these are geared specifically towards warlocks. Once again these items are weighted more towards the paragon and epic tiers, and as this book was published before the Player's Handbook 2 all of the rods are geared towards the infernal, fey and star pacts. Staffs come next with just over 20 new ones. Most of the staffs enhance attack powers, with a few increasing a character's defenses. One staff that will be incredibly useful to this reviewer will be the Staff of Transposition which teleports allies out of an area of effect. The last of the implements are wands. They are evenly spread over the three tiers of play. The wands either enhance an at-will power or increase damage of a specific type. For example, the Wand of Cold enhances damage with the cold keyword, while the Master's Wand of Thunderwave allows the wielder to change the shape of the thunderwave power.

The next sections are the various body slot items. First are the arms slot items consisting of bracers and shields. Neither of these item types add to the defenses of a character, rather they grant properties or a daily power. As previously mentioned, items from older editions have been included and balanced out. Companion and mount items come next with very few items in each category. This reviewer has not seen beast companions used to their fullest advantage yet but one item sticks out as particularly useful. The recalling harness greatly enhances the survivability of a companion after their master falls in battle. Feet items follow; these items typically grant some kind of bonus to movement, either allowing a character to move faster, more securely (longer shifts) or resist movement. Unlike other magic items, feet slot items do not scale and have fixed levels. Up next are the hand slot items, which like the feet slot are evenly distributed among the three levels of play. This is good as, like feet and head slot items, they do not scale up. All of the hand items either provide attack and damage bonuses or bonuses to strength and dexterity skill checks. A nice touch added to some of the gauntlets increase in power when the character has reached a milestone. This reinforces the concept and utility of reaching milestones and I would have liked to see more items take advantage of this. The head slot is next with over 60 items introduced. Many of these magic items provide bonuses to Will and mental skills, though there are a few that grant or enhance attacks. In this section the classic Ioun stones return, and other items range from fairly straightforward crowns, helmets and masks to the disturbing phrenic crown. Neck slot items include amulets, cloaks, capes, etc.; most of these items are defensive in design, typically adding to non armor class defense values. Over 50 new items are introduced, with most of them in the paragon and epic tiers. These items would be a boon to most parties as they make characters more difficult to hit or enhance healing abilities An example is the cloak of the walking wounded which allows a character to spend tow healing surges with a second wind. All of these powers help take the pressure off of the leaders in keeping party members up and fighting. Waist slot items typically boost defenses and grant healing, once again making the life of the leader easier. Many of the 37 new belts are in the heroic and paragon tiers where boosts to defenses are needed most.

Rings are next, and are all of paragon and epic tiers in power, though with over 40 new powers, there will not be any shortage of choices. None of the rings scale in power, and all have one property and at least one power Some have more but they are less effective. Many of these item’s properties grant bonuses to skill checks, but the powers are so varied as to defy easy categorization. I really like the ring of brotherhood and the ring of the protector as they emphasize the teamwork aspect of the game, though I think information imparted by the rings is typically shared by players in combat.

After all of the personal magic items comes a section dealing with the miscellaneous magic, i.e. wondrous items, figurines, standards, etc. This section could have used a bit of organization, or at least renaming of the sections. Wondrous items are supposed to cover the whole spectrum of magic items that do not fit into the previous categories, but this is not the case. Many of the types of wondrous items receive their own sections and are not in any particular order, for example the bag of tricks gets it's own separate section as do figurines of wondrous power. This organizational problem aside, this section is packed with a lot of nostalgia for me. For example, I think the figurines translated very well in spirit to this edition as did items like the various dusts and the horn of blasting. Items new to this edition have also been included, such as battle standards. These flags create a zone which grants some kind of benefit to characters in the area of effect. Whetstones grant a weapon a certain quality for an encounter, and fill a niche somewhere between magic weapons and alchemical items, as they are magical in nature but much less costly and are temporary in duration. Reagents are one use items that boost powers with specific keywords and levels, for example creeping gatevine enhances powers of up to 10th level with the teleport keyword.

Two appendices round out the book. The first deals with role playing aspects of magic items. This appendix offers advice to DMs on creating unique magic items through role playing elements. This short section can really help newer DMs add depth to the role playing experience and keep magic items wondrous in nature and not just another, more powerful tchotchke. The other parts deal with mechanical aspects of a magic items use by using item levels to both penalize and reward characters. In the first case, items that are of much higher level can simply not function, or function with drawbacks modeled on the rule for artifacts. This will add a new layer of complexity to the game as the DM will need to work out how items will react. The second case is for magic items that increase in power as the character levels up. Here the characters can use the new Transfer Enhancement ritual or receive item boosts as treasure parcels. I really like this concept as it would allow characters to hold onto items and have them grow in power along with the legend of the characters. The second appendix is very utilitarian as it is a list of all of the items in the book listed by level with page references. I am not sure as to the usefulness of this list. For a DM simply looking for an item of a certain level to fill in a treasure parcel, it would be useful, but trying to find a specific item or one along a certain theme is impossible.

System
A moderate amount of new rules are introduced with this book. In addition to the stats for the new weapons, mounts and vehicles, new keywords are defined: brutal and defensive. The brutal keyword sets a minimum damage value for each die rolled while defensive grants a character a bonus to armor class if wielding two weapons.

Mounts and vehicle rules are detailed, including how they perform in combat. The rules for mounted combat are not detailed in this book as they are covered in the Dungeon Master's Guide, though there is a bibliographical reference for them. The rules for barding are introduced and kept fairly simple with only light and heavy barding available. This level of simplicity is sufficient, since it will simplify the record keeping of a secondary character. Vehicle rules are much more extensive than rules for mounts. The new rules cover vehicles in combat (they have combat statistics and can be affected by certain statuses), controlling vehicles, crashing and turning. I am not sure if it is the fact that I have not used the rules often enough or the differences in moving vehicles, but when they are used in combat, they definitely slow things down.

Alchemy rules follow rituals in general, where the character needs the alchemy feat and various formulae to produce items. There is some confusion about the skill requirements for making alchemical items. Most rituals require a skill check to determine success. Alchemical items have associated skills, but require no skill check, for creation. The confusion comes from the fact that all characters have ratings in all of the skills, but are specifically trained in a few. Unfortunately this issue has yet to be resolved and is currently not addressed in the errata. Perhaps the authors meant that a character has to be trained in a specific skill to make the item. Each item listed follows the template for rituals including costs, time and powers granted. All alchemical items have the consumable keyword, meaning they are all single use.

Conclusion

This book will prove useful to both DMs and players. Of especial appeal to the players are the mundane weapons, mounts and alchemy sections. The magic item section gives the DM hundreds of magic items to reward players with, and players can page though it and provide the DM with a wish list of items as well. The vast majority of the items in this book are of a general nature and will be useful to any class. There are almost too many magic items in this book and it will take many years of play to see most of them in a game, though better to have too many than not enough. The items that are tailored to a specific class are from the Player's Handbook. I would suspect that the Adventurer's Vault 2 will have items specific to the classes introduced in the Player's Handbook 2, as well as other later publications (i.e. the swordmage and artificer).
 

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