The Enchiridion of Treasures and Objects D'Art

The Sigil

Mr. 3000 (Words per post)
Adventurers! Tired of lugging around endless piles of coins? Want to get equipment that makes you stand out of a crowd and be noticed? Trying to find that special signature look to make you the talk of the town?

DMs! Tired of trying to come up with exciting and memorable non-magical treasures? Wondering just exactly why monsters have piles of coins - is that all they collect from mugging passing caravans? Wondering what you can pass out to low-level PCs bored with potions and masterwork items that will be appreciated but without giving them too much power?

The Enchiridion of Treasures and Objects d"Art is intended as a resource for players and DMs alike. In it is a system for creating truly memorable (and believable) treasures - from single distingushing pieces of equipment to exotic treasure hoards. This system for creating objects d"art has the flexibility to create literally billions of works of art, from engraved gold chalices to finely spun cloaks to weapons made of gemstone and other exotic materials.

Inspired by those who have long told us that no monster would really collect piles of coins and magic items, this product will add a whole new dimension to the art of treasure-hunting. This will of neccessity include a rather lengthy treatment of the Appraise skill... you will not want to leave home without it! In addition, new uses for the Craft skill will be examined.

As with all of the works in the Enchiridion Series, this work is designed to be as modular as possible, allowing seamless and easy integration of as much or as little of the material as desired. The design is intended to be literally plug-and-play: no converting existing campaign material, instead just add what you wish right into your current campaign!
 

log in or register to remove this ad

The Enchiridion of Treasures and Objects d'Art
S.T. Cooley Publishing (Spencer "The Sigil" Cooley)
PDF (available at www.RPGNow.com)
Pretty: 144 pages (1 page TOC, 1 page OGL, 1 page reprinted tables, not counting covers)
Printer: 138 pages (1 page TOC, 1 page OGL, 1 page reprinted tables, not counting covers)
$12.95 (I got it on special for $10)

This is not a playtest review.

The other day I saw The Enchiridion of Treasures and Objects d'Art (hereafter The EoTaOdA) on the RPGNow best sellers list. I decided to take a look at it. There was only one meaningful comment, but it was a bit vague. The Demo looked good, but raised a few questions, which were promptly answered by the author via e-mail. While I was unsure about part of it (I'll go into that later), I decided to take the plunge and spent the $10, more than I've ever spent on a pdf before.

The EoTaOdA comes with a "pretty" version, a "printer-friendly" version, and simple Excel spreadsheet that helps with some of the The EoTaOdA's formulas. Neither version has a lot of art, and there are a couple of pictures in the printer-friendly version that aren't really necessary and don't look printer-friendly, either. The covers on the Printer-friendly version are also full-color, where black and white would have been more appropriate. The layout had two justified columns. While some people don't like justified margins, I do, even though it gives you the oddly spaced line now and then.

Oddly enough, I prefer the printer version. It looks a lot more plain, but the border art on the pretty version intrudes on the column a bit too much for my taste. Page counts below are for the printer version, since that's the version I'll likely be using.

Foreword & Chapter 1: Introduction/How to Use. (4 pages) Just that. These sections would probably be very helpful if they were placed in the demo PDF, but are useful here, too. [4]

Chapter 2: New Methods, Old Skills. (7 pages) Revamps Alchemy, Craft, Herbalism and Profession with new rules for creating items and a new economic system that are more realistic than the core rules. While I've seen the core versions challenged many times in various places, I haven't noticed any real problem with them in the campaign I'm playing in, so your mileage may vary on these rules. I'll probably try them out when I start DMing, though. This section also expands Appraise, Knowledge (although which is never specified), and Spellcraft to handle the new materials presented in Chapter 7. [4]

Chapter 3: Ensorcelling Items. (3 pages) I'll come back to this one after Chapter 7.

Chapter 4: Treasure Hoard Generation. (1 page) Ever wonder why those of orc bandits that have been raiding caravans for months have nothing but coins? This chapter includes suggestions on making more realistic treasures. [4]

Chapter 5: Item Types. (2 pages) Explains broad groups of items and which Craft skill would be required to make them. Everything here seemed really obvious. [3]

Chapter 6: Material Families. (3 pages) Overview of different material families. While this information is also pretty obvious, there is some very useful details here, including a chart showing circumstance penalties for working with unfamiliar materials. [4]

Chapter 7: Materials. (81 pages) Ah, this is the bulk of the book, and it's biggest selling point for me. This chapter includes pages and pages of various exotic materials. Each material is presented with the following information:
  • Weight factor. (Weight relative to metal or wood. The default metal is steel, and the default wood is oak.)
  • Cost/lb.
  • Hardness.
  • HP/inch.
  • Craft DC. (Modifier to the Craft DC when working with this material.)
  • Progress Check. (Modifier to the Craft Progress Check when working with this material.)
  • Description. (Physical description.)
  • Essential Power. (All materials have latent, inherent natural magical properties that can be awakened through a process called "ensorcelling" that is described in Chapter 3. Ensorcelled items provide minor bonuses, most of which are derived from real-world myths/legends/superstitions.)
  • Market Price. (The market price increase for the ensorcelled material.)
  • XP to Ensorcel (The XP cost to ensorcel the material using the default method presented in Chapter 3.)

Now, I have to admit that I have not read though every entry (yet). I have read a random selection, though, and this chapter looks fantastic. I really, really can't wait to use this stuff. If the variety made possible by these materials is great, then the essential powers are even better! This chapter alone almost ensures that I got my $10 worth. [5]

Chapter 3: Ensorcelling Items. (3 pages) I originally had mixed feelings about the process of ensorcelling items. You see, using the default method, the spellcaster has to permanently sacrifice spell slots to gain the ability to ensorcel. The number and level of spell slots sacrificed determines the power of the materials that can be ensorcelled.

Now, I'm currently playing a wizard, and my first thought was that there was no way I'd ever even consider giving up spell slots. But the more I think about it, the more I can see how some wizards might. Even though my current character wouldn't, I can see how my previous wizard might have done it. And that's probably a good sign of game balance--some might want it, but it's not so bad that you'd have to be a fool to take it or so good that you'd have to be a fool not to.

There is also the option of using the Craft Wondrous Item feat to ensorcel items, but this method incurs double the XP cost and a gp cost equal to the market price.

So, while my first impulse was to scrap this whole chapter and make an Ensorcel Item feat, I think I like the author's way better. And the more I think about it, the better it sounds. [5]

Chapter 8: Special Components. (14 pages) Special components are kind of like templates for items. This section includes lots of OGC material from the Heroes of High Favor series from Bad Axe Games. Like Chapter 7, this stuff is practically begging to be used. [5]

(As a side note, I've been considering buying the HoHF series from Bad Axe Games for a while, and the cool stuff included here has tipped the scales in Bad Axe's favor. That's why it's good to share quality content--everyone benefits.)

Appendix A: Items List. (6 pages) A long list of trade goods with associated Craft DC's, material types, and weights. Some of the DC's seem a bit off--for example, a stool (furniture) has a Craft DC of 29, which seems a bit high (especially compared to the bucket's DC 19), while a glass pentacle is only DC 13 (especially compared to a glass beaker, which is DC 25). [3]

Appendix B: Craft Rule Examples. (3 pages) I didn't think these were necessary, since I thought the rules were fairly clear, but I can imagine that they would be helpful to some. [4]

Appendix C: New Spells. (1 page) 4 new spells (or possibly OGL. I didn't recognize them, but I only have one of the 4 magic books reference in Appendix E.) Lesser invisibility (invisibility but with concentration) and staunch wounds (counters the wounding ability) seemed good, but stonesmelt and woodsmelt didn't make a whole lot of sense to me (possibly due to nonsensical stuff in the flavor text). [3]

Appendix D: Tables. (1 page) Reprinted tables from previous chapters. The population/total cash on hand table has a formatting problem in both versions of the PDF that causes a couple of lines to be lost. [2]

Appendix E: OGL/Legal. (1 page) Everything except some names and the art is OGL! Woohoo! Section 15 refers to several other products.

Conclusion. The EoTaOdA is great! If you're tired of cookie-cutter +1 swords, or are just looking for a little variety to spice up your treasures, then The EoTaOdA is definitely for you. While I was a bit reluctant to spend $10 on a PDF, it was well worth the price.

Other than the quibbles I mentioned before and a couple of typos/formatting errors, I only have one complaint: I'm going to have to print this monster out. Even if I only print out the parts I'll use the most (Chapters 7 & 8), that's a whopping 95 pages. I'd love to see a print version of this (along with a discount for PDF purchasers like myself, since I'd feel compelled to buy it).

Anyway, while The EoTaOdA wasn't perfect, it's so close and so incredibly cool that I really can't bring myself to rate it lower than a [5]. Kudos to The Sigil!
 


By Duane Nutley, Staff Reviewer d20 Magazine Rack

Sizing up the Target
Enchiridion of Treasures and Objects D’Arts (known henceforth as ETOD) is a 148 page pdf by Spencer “The Sigil” Cooley and is the second of the Enchridion series. Available from www.rpgnow.com for $12.95.

First Blood
This is the second Enchiridion written by Spencer Cooley and once again provides information on areas not looked into in much detail in the core rules. In this case creating non-magical items and the prices one pays for them are looked at. ETOD also looks at minor magic items that are affordable by even peasants, ensorcelled items. Slightly different game mechanic used to determine how these are created and how one can make them as well. Before going any further, a brief run down of the chapters and what they contain is provided:

Chapter 1 is actually the Introduction to the book and looks at what ETOD will be covering. Chapter 2 is new uses or new techniques for skills already looked at in the PHB. The Craft information forms the basis of how items are made and priced in ETOD. Chapter 3 is about ensorcelling items, ie. Minor magic items that anyone can afford. Chapter 4 is a one page generalisation about what to do with treasure generation, ie if the treasure is from goblins don’t have the majority of the treasure in coins, have it as foodstuffs and items that would be taken from a ransacked trade caravan, etc. Chapter 5 covers Item types for those unfamiliar with them. Chapter 6 is Material families, eg. Metals, gems, etc. Also looks at creating items from different materials. Chapter 7 covers the bulk of the book by detailing different materials used to craft various items. There are 360 different materials covered. Chapter 8 looks at ways items can be individualised by additions to a particular item. Appendix A is a complete item list from A to Z including the DC to create, the material family used and the final weight. Appendix B provides further examples of crafting looking at a base item and then further enhancements that can be made to that item. Appendix C contains 4 new spells useful in a crafting environment. Appendix D are some useful tables all located on one page for easy reference. The final Appendix is the requisite OGL License.

Once again artwork is sparse to non-existent in the supplement. However there are pictures to detail how to describe various materials, eg. In Chapter 6 there is about a page in total devoted to gem lustres, metal colours and different furs and skins. As always the amount of art in a product can be a good or bad point depending on the amount, quality and the reader. Personally I liked the fact of little to no artwork in this type of product as it does not detract from what is written.

The premise of the book is the creation of non-magical items. The author did not agree with the system outlined under the Craft skill in the core rules, so he came up with his own. The basics are the raw material used and the amount of time used to create the item. Raw material costs are easy to understand and is just the multiplier of the material (provided in chapter 7) multiplied by the item to be constructed (available in Appendix A). The labour cost is counted in drops (an allusion to the amount of sweat required to craft an item). Drops are based on the Base Weight of the item to be created. An example is provided on page 9 with other examples appearing sporadically through the text and further examples provided in Appendix B. The final price can be greater or lower than in the core rules, depending on the length of time taken and chance as always. The mechanic to determine crafting an item has also been modified and looks at the initial roll and the progress checks. A new feat, Power Craftsmanship, is introduced at this point and is very useful for all craftsmen and comes in handy here. The author also looks at a different economic system than the one provided in the core rules. Once again it is due to the fact that the author didn’t agree with these mechanics and was able to come up with one that worked for him. Thus the amount of cash available in any given settlement is different to that provided in the core rules.

Ensorcelled items are ones that a spellcaster (usually an adept) can create, even 1st level spellcasters. All materials have inherent magic in them, the essential power, and ensorcelling an item draws out that inherent magic and makes it available to use. The beauty of this mechanic is that low level characters can buy ‘magical’ items that are handy and useful even before they start getting traditional magic items. Ensorcellry can also be applied to traditional magic items or ensorcelled items can later be magiced traditionally and both powers will work.

There are 360 different materials to create items from detailed in the sourcebook. Each has their own stat block with pertinent information. The stat block consists of Weight Factor: multiplier and material to determine weight, Cost/pound: actual cost for raw (unworked) material, Hardness: easy to understand, Hp/inch: also self-explanatory, Craft DC: the modifier to make an item from this material, Progress Check: another modifier that is used when making the item. The stat block is complete with a description of the material as well as any essential power. The essential power is important when ensorcelling items and seems to be concurrent with pagan/‘new age’ thought of the inherent properties of certain objects/materials. The majority of materials covered are real actual materials used in our own world, but there are some popular fantastical ones as well. Examples of fantastical materials include: Aeroglass which is normal glass containing small amounts of adamantine, Dragon Hide which has the essential power of making the wearer immune to breath weapon attacks or Owlbear skin. There were a fair number of materials, particularly stones or gems, that I was not aware of. I noticed however that there was no mention of bone. This is a material rarely used, but I thought for completeness sake it should also have been included, especially for bone weapons.

58 various additions to items are available and each section includes the required Craft and DC, market value and description about what the addition can do for an item. Examples include Arcane Conductor (originally sourced from Heroes of High Favour: Elves) which reduces the arcane spell failure for armors and shields, Engraved, Enhanced Alloy which is like mithral and adamantine and provides a bonus without being magical and Serrated for getting those evil looking weapons some villains use.

If you are a GM who likes control of price factors or who likes to ‘fiddle’ with options and get into the nitty-gritty details of things, then you will like this product. If however you don’t have the time or do not like this sort of thing, this supplement will have little of value for you apart from ensorcelling items and item additions. The materials are interesting to read, but if you are not going to use them with the crafting system, they will not add much value to you.

Critical Hits
The alternate game mechanic for crafting items is an excellent bonus. What I like more though were the special components. Finally a GM can say whether a silvered alloyed weapon is available and if so, what the cost and benefit of said item is.

Critical Misses
Aside from a few small spelling or grammar errors, I found little actually wrong with the supplement. Some may see the lack of art as a miss, but I don’t as stated earlier.

Coup de Grace
Enchiridion of Treasures and Objects d’Arts is a well written, informative supplement providing additional information on a subject not given much attention in the core rules. If you like tinkering with pricing systems and cannot come up with one you like, this Enchiridion is a worthwhile investment.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

Remove ads

Top