Tombs!

From catacombs to godmourns, pyramids to cryptplanes, Tombs! is the definitive guide to creating tomb adventures for the d20 system. Covering topics from tomb types and guardians to traps and treasure, Tombs! provides everything a DM needs to create unique, exciting, and wickedly dangerous burial sites. Expertly written by Luke Johnson (Dungeon Magazine) and professionally illustrated by Kurt Brugel, the core 44 pages of this book present a wealth of knowledge and inspiration. Extensive appendices provide additional advice, massive charts, and useful, playable examples.
 

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This is not a playtest review.

I was immediately intrigued when I saw Tombs! for the first time. It is a rather unique product, a guide to designing tombs, and I don't remember anything similar to it for d20. However, the topic is highly relavent for D&D; a quick look at the titles of some popular early D&D modules (Tomb of Horrors, Tomb of the Lizard King, Phaoroh, The Lost Tomb of Martek, and more recently, Necropolis) shows that tombs are indeed popular places for adventuring.


PRODUCT BASICS

Tombs! is a 128-page PDF product. Unlike other recent PDFs on the market which often come in color versions and b&w versions for printing, you get only one version of this product. The PDF is quite printer-friendly, however. It is black-and-white except for the cover. There are no margins. Much of the product is not illustrated, though chapter 3 contains superb b&w drawings of the monsters presented. Text editing is o.k., though mistakes were sometimes a minor distraction. More distracting were the occasional b i t s o f t e x t s p a c e d t o line up the columns.

Tombs! is divided into 4 chapters totalling 44 pages. However, the bulk of the work is contianed in its 6 appendices. There were a couple of things I didn't like about the organization. No bookmarks are provided, which is pretty much a standard feature of a professional PDF product. Furthermore, the table of contents didn't have page numbers listed. On the other hand, the table of contents does contain a link directly to each chapter and sub-chapter. A few useful links to relavent appendices appear in the four chapters as well. The second thing I didn't like what that the default viewing setting for the cover and table of contents was "Fit in Window". That's not a particular problem, but it's far too small to read (at least on my computer). The problem is every time I flip back to the beginning, which you need to because there are no bookmarks, the PDF is automatically reset at "Fit in Window". It's a minor irritation, but can bother the reader quite often.


SUMMARY

The chapters and appendices are summarized below:

Chapter 1: The Nature of Tombs (5 pages)

An introduction of sorts, this short chapter summarizes what is contained in the work, talks about the general nature of tombs, and discusses fitting tombs into your campaign. The most useful section is the 'adventure hooks' section; however, only 6 are given. A list of 20 or so such hooks would have far increased the value of the chapter, in my opinion.

Chapter 2: Types of Tombs (11 pages)

This chapter outlines seven different types of tombs, some based on real-world examples and some purely fantasy-based: Catacombs, Cryptplanes, Godmourns (a tomb of a god), Necopolises, Planar Tombs, Pyramids, and Spiritstone Sepulchers (which have the power to draw the souls of the dead to and burn them, fueling the rise of the body from its resting place). The Pyramid and Catacomb sections contian a lot of real-world historical flavor with many Latin/Egyptian words supplemented. Each section discussions how the tombs are built, and how they would fit into your campaign. Good maps and diagrams of sample tombs are provided.

The section on Spiritstone Sepulchers was certainly the most original and was very extensively detailed with both flavor and game information. Within such a tomb are placed special crystals, which are magically enchanted and can draw in the souls of PCs (or other tomb invaders). With the detail given, a whole adventure could easily be built around one of these.

One issue I have with this chapter was in the description of the pyramids. The writer assumes that the builders of such tombs must be or have been exceedingly wealty to afford such a complex. This was not so in the real world. The Egyptian pyramids were build by the people out of respect for their phaoroh, The phaoroh was considered an embodiment of the nation and the culture, so building a pyramid for him was for the country itself, not for wealthy individuals.

Chapter 3: Guardians and Traps (21 pages)

This is a very crunchy chapter and is full of monsters (all undead, outsiders, and constructs) and traps to put into a tomb to guard it from outsiders. A bit of background text on placing guardians is also provided. The new monsters were all very original and each was accompanied by an excellent illustration. For example, there is the Jura, an undead created from a madman who can make opponents insane with its gaze. Also, there is the Issathraelen, an outsider with assassin/rogue sneak attack abilities. The traps section is shorter and less original. 8 mechanical and 5 magical traps are provided, with full stats. Some are rather unoriginal (a boulder trap, an acid pit). The section on 'Sentient Traps' (actually constructs) is better. Here we find flying pits, skittering glyphs (mobile, intelligent glyphs of warding) and others.

Chapter 4: Rewards (7 pages)

This chapter is obviously about treasures. It is largely meant to provide useful supplementary information to the already existing core rules material. A comprehensive list of gem types is provided. Descriptions of precious metals and materials are provided (including standard D&D metals like gold and platinum and others like brass, white gold, and ivory), with their relative values. Two new magic item types are detailed: Spell stones--stones which grant the holder the ability to cast a spell, and Foci--tokens which increase the magical effects of certain types of spells or certain aspects of spells (fire, air, righteous, distance). For example, a fire focus increases the effects of fire-spell effects. A distance focus increases the range of magical missile weapons, etc.).

Extensive treasure tables for tombs are provided in Appendix E (more on that below).

Appendix A: Feats and Spells (2 pages)

Two feats (Create Spell Stone and Entrap Outsider) and three spells related to creating undead guardians are provided.

Appendix B: Tombs in Non-Fantasy Settings (2 pages)

This appendix provides brief information on adapting tombs for modern settings (presumably some sort of Indiana Jones-style campaign) and science fiction settings. The information here is very brief and nearly all non-game rule related. I wasn't entirely sure who this chapter is being aimed at or whether it was even necessary, but it provides some useful ideas.

Appendix C: Customizing Undead (5 pages)

This appendix is essentially one table outlining various ways necromancers and evil priests can customize characteristics of undead by adding a certain component when casting animate undead or similar magic. For example, using ruby dust can give undead fire resistance. Emerald dust makes them acid-resistant. Eagle feathers and gold dust together grant a (large) charisma bonus. In each case, the stats for the material cost, the ability, and the CR adjustmant are provided. The table is over 4 pages long and thus offers a lot of possibilities.

Appendix D: Customizing Golems (4 pages)

This is rather similar to the previous chapter. Numerous ways of adding special abilities to golems are listed. Here, however, in lieu of a material component the creator must make a ritual adjustment--usually casting an additional spell. For example, if the spellcaster casts fly while making a golem, the ability to fly is granted (there is a 2000 gp cost and an XP cost as well). Again, the list is quite extensive. Ways of granting golems an extra limb, fast healing, speaking ability, toughness, increased damage reduction, and other abilities are provided.

Appendix E: Treasure Tables (47 pages--not a typo!)

This appendix is a massive set of tables. The purpose of the tables is to determine the sort and value of a particular non-magical treasure. The DM must first decide what approximate value he/she wants. (6 categories, from 100 gp to over 10000 gp are provided). The DM can then roll on a table and determine whether the item is a ring, earring, dinnerware item, weapon, gemstone, etc. Again, all items are non-magical. Then the DM rolls on subtables to determine the exact nature and value of the item. The array of possiblities is a bit overwhelming. For example, table 5-13b allows you to determine what sort of painting (possiblilities include a portrait of a peasant, portrait of a cleric, portrait of a bard, etc.) you have rolled up. Table 5.9a--Unique Rings (a table you have to roll on if a "Unique Ring" result comes up when rolling on table 5-9--Rings I) is over 7 pages long and has an incredible range of possible rings of various descriptions. Several tables are quite long, taking up 5+ pages, and would be rather unwieldy.

Many DMs will find these tables arbitrary and will scoff at determining treasures this way. Others will find it all a bit overkill. Also, a few of the tables contian some mistakes. However, the tables do provide a lot of ideas, even if you don't use them as directed. All-in-all, the tables evoke a feeling of many random generation tables found in the 1st edition DMG.

Appendix F: The Valley of Despicar (20 pages)

This chapter provides a mini-setting intended to be an example of a land filled with numerous tombs. The chapter includes a brief history, a description of important places and personae, previous cultures which inhabited the valley (and their tombs), and a mini-adventure (for charater levels 10-13). A lot of interesting flavor is provided, including various tomb markers (with illustrations) of the different cultures of the valley. No map is provided, though one is referred to by mistake in the text.

I found this chapter the most difficult to rate. It's hard to say how many DMs will use it. The valley is a relatively contained and could be dropped into another setting with a few adjustments. The adventure at the end could be used with or without this setting. Personally, I liked the inclusion of this valley and found it an interesting read. Others who are primarily interested in developing their own settings might find it a bit of a waste, though.


CONCLUSION

I found this product to be very interesting and intend on using a lot of the presented material in my campaign. Tombs! has a good mix of flavor text and ready-to-use game rule information. The new monsters and constructs, the undead and golem customiztion rules, and even the treasure tables provide the DM with very practical tools. The different types of tombs outlined provide the DM with very inspirational information and seeds for a number of adventures.

Of course, the focus of this product is extremely specific and will not be useful for many types of campaigns. And even if you really like the Sword-and-Sorcery feel of this work, you're unlikely to get constant use out of it, as not every adventure you run is likely to be based around a tomb. Overall, though, at $6.95 the product is well worth it even if you only use it for a few adventures.

My main compaints are the failure to make complete use of advantages of the PDF format, such as bookmarks and printer/screen friendly versions. Text editing is a minor complaint. Some chapters and appendices will be much less useful than others.

Overall, I rate this product as a "4" as I feel I got a very good product for my money. However, if you don't like the particular genre or focus of this product, you should stay away from it.
 

This seems like a good review to me!

I bought a copy of Tombs too and agree with you on most counts. However... my copy has a table of contents with page numbers. Unfortunately all the page numbers are in a two-number format (e.g. 1-2 for chapter 1, page 2) which I don't like very much.

I would have appreciated a broader discussion of burial practices or tomb types, even if simpler(e.g. barrows; maybe tholos tombs?), but I guess those aren't as exciting.
 


RE page numbers--My copy does have page numbers like the ones CCamfield descrbed. I just didn't consider them useful for navigation purposes; they don't tell you which page of the PDF the chapter begins on.

I would have also liked a broader discussion of tomb types. E.g.g do crypts have distinct features?
 

Tombs claims to be the “Definitive d20 Tomb Adventure Design Guide”. Weighing in at 128 pages, it certainly looks like it has enough room to do so but does it succeed?

The book is broken up into four chapters but the bulk of the material is actually presented in the six appendixes. Chapter One, the Nature of Tombs provides a general overview of tombs and how to use them in the campaign. It's a good general overview but doesn't have any specifics. For example, while it provides some innovative ideas like the Godmourn, it doesn't go into any detail. The sections are broken up into too small chunks with no information to back them up. Under Reactions to Reaving, it provides a few questions to ask yourself. Good enough to get the brain juices flowing but what historical, since much of the inspiration is drawn from history, precedents do we have? Are reavers banished to another plane? Are they entombed with those they sought to rob? Are they stripped of all items and sent away?

Chapter Two is much the same but not quite as bad. The different types of tombs include catacombs, cryptplanes, godmourns, necropolis, planar tombs, and pyramids with information on the spiritstone sepulcher, a magical device used by evil entities for resurrection purposes. Now some of this material sounds very intriguing. The actual information though, is lacking. Godmourns are tombs for gods but no details or example maps of what such a tomb might look like are included. How about a listing of dead gods that game masters can add to their campaign? When maps are provided, they have no details to them. Perfect for those just looking for some quick maps and examples but not a lot to run out of the box. More interesting was the brief information on the racial variations provided. If this section had information on how to craft your own tombs in the campaign as far as labor involved, cost involved and time taken, it'd add another layer of usefulness.

For me, the best chapter has to be Chapter Three, Guardians and Traps. It starts off with some background on how different types of guardians came to be and provides a quick list of the broad types of guardians used; undead, constructs and outsiders. The real meat is the sample guardians, most of which are expertly illustrated and add a lot of life to the product. Recoil in horror at the Bleak Sentinel, a zombie that retains some of its combat knowledge or bare blades against the Nolodraer, a massive creature with an ogre's body and a bull's skull. Gotta admit that it looks a lot like a minotaur zombie with a skull for a head.

The information on traps provides both simple mechanical traps and more advanced 'sentient' traps. These traps are really just monsters with a trap motive like the flying pit and the boom ball, a construct that explodes when damaged. Classic material that we've seen used in the gas spores and some suits of adamantine armor from the old Creature Collection in Dragon magazine.

Chapter four gets into the other meaty section of the book, rewards. The sections on gemstone types, precious materials and magic, provide a lot of flavor for the game. The new magic items, spell stones, similar to scrolls and foci, small tokens that act as minor augmentation in one field, add a nice touch to the d20 magic hordes.

The appendixes provide specifics to some of the mentioned materials in the text. Want feats to craft your own spell stones? How about spells to craft your own guardians? Appendix A has got you covered. On the other hand, appendix B, Tombs in Non-Fantasy Settings doesn't really have a lot to say. Modern Tombs doesn't get into any details about real life tombs or the menaces that they may hold that don't involve guardians or traps. For instance, unstable grounding, dormant diseases, and everyone's favorite genre that's not too modern but still in the modern vein, Forbidden Kingdoms Pulp Action style material. The information on Science Fiction is similarly lacking for the most part, using super science to replace magic. Nothing about say, tomb planets or teleporting tombs.

Those who want to follow the advice in chapter three about unique guardians will enjoy appendix C and D as both contain ideas and game mechanics to customize undead and golems, increasing the CR as appropriate with new abilities for standard undead like ability drain or spell immunity.

Those who want more specifics for treasure to place in their tombs will use Appendix E extensively. The tables aren't as attractive as the undead columns and layout out but provide the GM with over ten treasure types and numerous tables that include description and values for said items. This is a very lengthy section and should provide the GM with hours of time saving tables to prestock his dungeons with or roll at the gaming table.

Appendix F, the closing appendix, introduces the Valley of Despicar, a location where tomb are under siege by adventurers who strive to bring to light ancient treasures. Important NPC's with abbreviated information (name, race, sex, class and level) are provied so that the GM can get stuff rolling right away. Those characters that the players may take up arms against or fight alongside that lurk within the valley proper are fully statted out. One of the most useful things about this section is the information on tomb markers.

Illustrated with information to help the GM, the tomb markers are good visuals to players to know where they should be looting. For example, a Chieftain's tomb is appropriate for a group of 6th level adventurers while a shaman's is good for 2nd level characters. One of my complaints about the earlier chapter, no examples, is handled here with the Tomb of Gaius Jolero, a small tomb appropriate for a group of 10th-13th level characters. It's nice and simple, but since most readers are going to be familiar with such standard material, how about a look at a Godmourn or a Cryptplane, one of the more exotic materials.

The layout uses standard two-columns with very few illustrations. The art in chapter three is top notch and goes a long way in giving the product a professional polish but much of that is lost as the text itself often is broken up by improper use of justified text, making the text fit a whole line even if it's just one word for example, and some strange formatting where the text looks double spaced or is out of alignment. Some editing would've cut down some clutter in the book as well. For example, when considering the different genres that tombs can be placed in, instead of pointing out “the four major aspects” for any campaign, the information is repeated and the magic/non-magic argument is used several times instead of just mentioned once.

So what's the final option? Good ideas that need more details to back them up. A listing of references could add some more utility to the book. Some tweaks to the PDF file would also be helpful. For example, it's set to default when opened Fit in Window and has no bookmarks. There are links within the text itself however to ease navigating about but these are no substitution for bookmarks. The monsters and magic items will quickly find their way into my campaign and I'll be making use of the treasure tables but as far as actually designing Tombs I'll probably be using the good old Dungeon book by Central Casting.
 

Tombs! bills itself as "the definitive tomb adventure design guide". We could start to debate the minutia of definitive here; dictionary.com lists four options, two of which are "Supplying or being a final settlement or decision; conclusive." and "Authoritative and complete: a definitive biography." I don’t think Tombs! has the final word on tombs but it is certainly authoritative. Let’s say that Tombs! is _a_ definitive tomb adventure design guide.

I’m not going to lambaste Tombs! for encouraging the dungeon crawl. Sure, the infamous dungeon crawl can be fun at times and banal at times... but we don’t even get into that debate with Tombs! This 128-paged product works on two simple premises; some cultures will build and protect elaborate tombs for religious reasons and there will always people who want to break into the and haul out any treasure. There’s no ethical debate, no discussion on whether it’s evil or simply cultural to burry you’re Queen with you or if it is wrong to break into tombs and steal the grave goods. The people who designed the tomb aren’t necessarily evil simply because it is defended by undead guardians.

We’ve covered the key features of Tombs! already. The construction of the tomb, the treasure (or grave goods if you watch too many archaeology programs on Discovery) and the guardians are the three critical elements of tomb adventure design. Chapter one looks at the nature of tombs – places to put dead people, chapter two looks at types of tombs – everything from a simple crypt to a godsmourn, chapter three examines traps and guardians and chapter four reveals the rewards for tomb raiders. It isn’t these four chapters that make up the bulk of the download though, there are numerous and sizeable appendixes. It’s a rare day to find a d20 supplement without new feats and spells and you’ll find them safe and sound here in the first appendix, then there are rules for customising your undead – and these alone could be worth buying the supplement for – and then the same for golems, lists of treasure and a sample setting.

One of Tombs! successes is that it does fairly well at being all things to all people, rather like a politician of the d20 supplement world, it finds the middle ground and then offers crunch and intelligent flavour out to the wings from there. As you start to read Tombs! you’ll quickly discover that it’s not all about lists of traps and treasure. The supplement has something of an anthropologist air to it at times as it discusses different burial practises, ideologies and provides academic terminology for it. For example, I’ve discovered that statues buried alongside the body and which are supposed to be the spirit’s servants in the afterlife are known as Shabits, a building used to house bones when there is no room in the burial site is an Ossuary, and slabs of stone or wood inscribed with religious markings are called Stele. There’s a brief attempt to provide alternatives to getting the treasure as a reason to be in a tomb but the struggle is clear, especially when one of the so-called alternatives is getting the treasure before anyone else does.

Types of tombs, a chapter all to itself, starts with simple catacombs and then gets more detailed. A few of the possible tombs are clearly high fantasy – such as the cryptplane (an entire plane that serves as a crypt) or planar tombs (tombs that straddle more than one plane) and other types of tombs threaten to take on new (and scary) meanings – such as the godsmourn (a tomb built for a dead god) or Necropolis (city of the dead). In fact the basic types of tombs are first mentioned in the chapter before but it’s here that they’re more fully explained and fleshed out, it’s common to find simple square grid maps examples of possible tomb layouts and designs here. The spiritstone sepulchre is a plot device in the waiting – a tomb wherein spiritstones soak up souls in order to use them to resurrect whoever is buried in the centre. This chapter finishes with a run down of common fantasy races and what sort of tombs they might build if they build any at all. Although features like this are really campaign world specific I did appreciate the effort made here and it certainly was food for thought.

The Guardians and Trap section gets into a bestiary mode soon enough. The guardians are well picked, those creatures that could feasibly be used to protect tombs throughout generations. You won’t end up with your players asking questions like "Just did how that did that troll get down here anyway?" and that’s a good thing to avoid. Undead, constructs and outsiders are the way forward – combinations of which are even better, undead are carefully constructed or specially summoned from outside. It’s the more off the wall creatures that capture my interest here, guardians like the Ickahar, the combined remains of humanoid skull and the beak and wings of large carrion bird or the Raivoshi, "one who returns" or even the large Snurakan skeletal snake. The Snurakan and Ickahar both appear on the front cover image for the download so I must be sharing some of the same thoughts with the supplement’s illustrator. It’s worth noting that Tombs! isn’t one of those long and cheap (Tombs! is only $6 currently) PDFs without illustration – and it’s worth noting that the Guardians and Trap section is decently illustrated.

Sentient Traps, oh, they’re just a small part of the Guardians and Traps section, but they’ve managed to capture my imagination. I think they also rather expose a weakness in the whole Challenge Rating system. I suspect some of these ideas might be rather more well known to veteran dungeon crawlers but concepts such as the Flying Pit are just wicked. This animated portable hole can flap around the tomb, disguise itself with illusions as it lays in wait and as someone falls through the hole it can then lift itself up off the floor, sealing the portable hole’s opening and leaving the thankless tomb raider stuck on the wrong side and running out of air. Similar animation tricks are done with glyphs and skulls.

The last official chapter (before the bulky appendixes) looks at the riches you’ll expect (or want) to find in a tomb. It describes a host of gems, precious metals and magical items. It’s here that the first of the meaty random item tables appear and it’s a huge, three-barred (min, medium, max columns) random generator for spellstones.

Deep inside the appendixes, appendix C no less, you’ll find a long (in tiny text) chart to help you customise your undead horrors. The principle is simple; if you’re willing to add some components deal with the extra cost to your necromancy then you can build a better undead. Add 3gp of ruby dust to your spell and your undead will have fire resistance 10. Fire resistance 10 adds 1/8th to the creature’s Challenge Rating. Several pages of such examples later, I discover that buy spending 25gp on herbs, oil and incense I can increase my undead minion’s Turn Resistance and this adds a whole +1 to it’s Challenge Rating. Appendix D contains rules for customising Golems but they’re not quite handled in the same way, there’s no quick’n’easy list and instead there are bite-sized paragraphs for each enhancement. The thing with Golems is that in addition to the gold cost there’s an experience point cost and sometimes requirements for the basic construct to make before it can be enhanced. You can’t add an extra limb to your Golem if it isn’t already strong enough to perform a slam attack. We’re back to the huge tables for appendix E though and they return with a vengeance. It’s here you’ll find pages and pages of treasure, grouped by type, for random selection and even if you’re a stickler for story driven plot tables like these can be genuinely useful.

The supplement finishes with a sample setting, an example of three tomb-building civilizations, the types of tombs they built, what you might find in them and the character levels an adventuring party should have before attempting to explore one. Back in the first chapter the concept of tomb markers is introduced, sigils on the outside of the tomb which indicate who might be buried inside – a chief, shaman, king, etc. It’s here in the last chapter that the concept is given flesh and blood. Tombs! includes sets of nicely illustrated tomb marker sigils for each of the sample civilizations and you can really see players debating the details, "Hmm, that looks like a shaman maker but with extra detail – and we nearly died in that last shaman’s tomb. I vote we leave this place alone." In fact, I’m a sucker for anything that encourages world building from the inside out.

Tombs! works for me, there is enough in it to warrant opening up the PDF or checking the printed copy if I was planning on designing a tomb adventure. I think I’d have to use it in conjunction with an on-going campaign though and use it when I already had some scenes in mind for the game. Tombs! doesn’t offer up enough for tomb ecology, certainly not for catacombs. I’d be interested in the sort of natural hazards of mould and fungus, gas or even areas of tainted magic that might be found in a deep tomb. There is a quick look at possible sci-fi tombs but the product would have scored points if it had managed to squeeze in more along those lines, not just sci-fi but historical or contemporary tombs too. With the possible exception of the godsmourn tombs are just places to put bodies too, I would have been pleased to see tombs for dead ideas or dead magic. In high fantasy worlds where the dead come back to life it might even make more sense for a culture to use tombs as a place to keep the undead locked away.

The PDF has internal hyperlinks – you can click on sign posted areas to jump straight to appendixes but there are no bookmarks. Tombs! opens up so that the full length of the page fits on your screen, I always prefer the full width of the page to fit in the screen instead so I can read the text. Normally it’s just the simple matter of re-selecting "Fit to Width" in Acrobat but there’s a page near the start of Tombs! that overrides your selection whenever you scroll too it and you’ll have the misfortune of having the document shrink away from you whenever you trip this tripwire. Even if you manage to avoid this booby-trapped page you’ll find Tombs! is hard to fully fit in your screen because its pages are of different width. Appendix C, with the useful custom undead rules, is in landscape format and the rest of the download is in portrait. You don’t have to worry about this when it comes to printing the product off since the printer (or mine anyway) will automatically detect the change and alter its printing style accordingly. I think given the re-size tripwire, the lack of bookmarks and then different orientation of pages and despite the 128 page length that Tombs! is a PDF to print off and only attempt to read on screen if you’re determined.

I’m going to waive the normally crucial "Does it do what it says on the tin" test for Tombs! because of the debate over the word definitive. I do think Tombs! has support for the claim. Tombs! is good enough for me, I’ll use it, it gave me some nice ideas (even if they’re the sort of trick shot idea that gets used one) and I found parts of it informative. On the other hand, Tombs! doesn’t score any run away successes or provoke wow-factor ideas. If you’re looking for a nice and solid tomb (or dungeon, say) supplement then a measly $6 or $7 for Tombs! is an investment your likely to be pleased with.

* This Tombs! review was first published at GameWyrd.
 

By Glenn Dean, Staff Reviewer d20 Magazine Rack

Sizing up the Target
Tombs! is a 128-page PDF d20 supplement written by Luke Johnson and published by Dreaming Merchant Press. It is available as a $6.95 download.

First Blood
Tombs! The Definitive d20 Tomb Adventure Design Guide is a PDF supplement designed for – what else? – helping the Games Master to design unique, dangerous, and deadly tombs, crypts, catacombs, and the like for great dungeoneering adventures.

The product opens with a great discussion of the history and roles of tombs in various cultures, and the reasons behind the construction of various types of tombs. After a brief introduction of the various portions of the work to follow – guardians, traps, rewards, tomb markers, and the like – there is a set of sample adventure hooks to get your party started on a tomb investigation, and a list of common tomb features to add a little “dungeon dressing” to your tombs bare walls and chambers.

Tombs! then delves into a detailed exploration of an entire host of tomb types, each of which includes descriptions of the how and why of that type of tomb, the method of construction or excavation, and the means of decoration, protection, and use, complete with sample levels for each tomb type. The types of tombs explored include catacombs, crypt planes (small demi-planes where the dead are interred), godsmourns (tombs for fallen gods), the necropolis (city of the dead), planar tombs, pyramids, and spiritstone sepulchers (fiendish tombs that double as gigantic soul traps). The descriptions of the tombs are well researched and quite well done – there is a lot of useful detail that would add to the flavor of a dungeon expedition, including everything from how and where the dead are interred within the tomb to how riches are stored and protected. Spiritstone sepulchers are pretty interesting creations; I also found the discussions of catacombs, the necropolis, and pyramids to add quite a bit to what could otherwise be fairly standard campaign fixtures. There’s also a short discussion of tomb preferences and variations for a number of d20 races and monsters that allows for a bit more “personalization” of a set of ruins or structures to fit the inhabitants.

Tomb guardians are not overlooked; there are 16 different undead, constructs, and outsiders for use in defending your chosen burial ground. These include some truly odd and dangerous creations: the Doom Guardian, for example, is a sort of magical hermit-crab-thing, while the Issathraelen is a deadly outsider assassin. A number of traps are provided as well, including some fiendishly clever sentient traps (statted as monsters) – the Boom Ball (a new version of a very old standby), Flying Pit, and Slithering Glyph are great for providing your characters with some interesting trap challenges.

The chapter on Rewards is the longest and most detailed portion of Tombs!. If you’ve ever struggled with coming up with new and interesting treasures that are more exotic and interesting than what is generated by the standard treasure tables, then this is the best reason to purchase Tombs!: 47 pages worth of tables to generate a stunning variety of unique mundane riches – everything from gems, jewelry, and artwork to gold-plated dinnerware and the platinum-featured kitchen sink (well, not really – but furniture is included). There is a short discussion on combining the mundane riches with magical items to build unique magical items that stand out by their materials, construction and details. Two magical treasure mechanics are introduced as well: spell stones (picture gemstones imbued with magic to function like scrolls or potions, but reusable) and arcane foci (magical aids used to enhance arcane spell effects).

The appendices in this product contain a lot of meaty mechanics, as well. The treasure tables are here (nicely hyperlinked to the main document and table of contents), as well as a discussion of setting up tombs in d20 Modern and Sci-Fi settings. There are two new feats and three new spells related to crafting tomb traps and animating undead guardians. Two detailed appendices provide mechanics to allow the GM to customize undead and golems – building custom undead from the ground up on a power-for-CR-point basis, or adding special abilities to golems for a variety of XP and GP costs.

The final 20-pages or so of Tombs! details the Valley of Despicar, a virtual mini campaign setting with a long history that explains the many tombs in the Valley. The Valley includes a description of a city, a number of NPC notables, castles, keeps, plus their evil denizens. There are intricately described and sketched tomb markers that tie the tombs in the Valley to their cultures – a good example for GMs to follow when developing tombs in their own campaigns. This section includes an adventure seed as well as a tomb mini-adventure that shows off some of the features found in Tombs!

Critical Hits
Tombs! provides some very useful background information and descriptive flavor for the GM who wants to build more sensible, ecological tombs that feel like they have a reason for existing other than to play home to monsters to slay and treasure to be pillaged. After reading this book you’ll be ready to use terms like “polyandrium” to describe your creations and actually know what it means, why it’s there, and have it make sense when some horrible undead creation crawls out of it and destroys some tomb raiders.

The treasure tables have to be seen to be believed – there is an incredible volume of interesting loot there. Using them you’ll never fall back into the “100 gold pieces, a gem, and a wand of cure light wounds” rut again.

Critical Misses
I hate to complain – the treasure tables contain so much neat stuff – but the tables themselves are pretty bulky and awkward. Forty-seven pages of treasure tables is as daunting as it is impressive. A suggestion for Dreaming Merchant to make this all more manageable – consider a software application for your treasure database, so we can harness some computing power and put all of those great treasures just a click away for the GM. I know I do all my game prep on a computer, and find flipping through tables (whether printed or PDF) to be tedious.

The undead customization chapter could use some guidelines on creating “reasonable” undead, as well. The system works great for creating existing creatures, and for minor modifications to others – but it’s pretty easy to go hog wild and build something out of control because the CR-based system isn’t equipped to handle unhealthy synergies. It’s fine to say the ability to deliver 1d6 temporary ability damage adds ½ a CR to a creature, but the creature that deals 1d6 damage to three attributes is quite a bit more dangerous than another 1 ½ CR.

Coup de Grace
Tombs! provides its game rule-derived information (monster and treasure stats, feats, spells, and undead/golem customization systems) as Open Content. Aside from some potential challenges with undead guardian challenge ratings the product meshes fairly well with the existing d20 system. A number of products have showcased similar bits and pieces for dungeon design as you’ll find here, but this product does live up pretty well to its “definitive guide” label. GMs planning a campaign where catacombs or tomb raiding will figure prominently will find this a worthwhile purchase.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to Fast Tracks at www.d20zines.com.
 

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