Trove of Treasure Maps

JoeGKushner

Adventurer
Trove of Treasure Maps is another product in the GameMaster’s Workshop line by Kenzer and Company. These books are meant to be useful to Hackmaster and d20 players and often provide details on where to place information in both the Kalamar and Hackmaster settings.

The Trove is a collection of various maps with brief adventure notes to help the GM. When I first heard of this product, I thought of Map Folio I by Wizards of the Coast. While many of the maps in that book were beautiful, they weren’t real useful as that’s all they were, maps. In addition, despite their pleasing appearance, they didn’t lend themselves to game play very much.

Well, there’s good new and bad news about these maps. The bad news is that these maps are like real treasure maps and come in a variety of forms that often rely on the character to figure out what its trying to say. Some of these are more professional looking than others. For example, The Tomb of Prince Thiebault Ironhelm shows a nice side view of a mountain stronghold with a close up on the middle mines and the tomb itself. Others like the Battle of Murning Heights are almost childish in their composition. This doesn’t detract from what the map is showing but it’s certainly not a map mean to be used in actual game play, but rather as a prop or tool to lead the party around.

In addition, they don’t come with complete game stats, but rather, with some game stats and a lot of recommendations as to where the actual game stats can be found. Further bad news is that some of these recommended books go beyond the Monster Manual and Dungeon Master’s Guide to second tier books like Fiend Folio.

The good news is that they include details about the map’s history as well as a game master key for each location marked on the game master’s map. That’s right, the game master’s map. The book includes two maps, one for GMs and another for players. Unfortunately, the book is stapled so the ease of removing a map, like you can in Map Folio I, is missing and you have to either copy the maps or remove the staples or tear them out along the precut lines.

GMs who enjoy watching player’s squirm and are looking for a way to part them from hard earned coin to decipher these maps will enjoy the product. The dual maps is a useful tool. The extra word a GM has to do in referencing the various monsters and insuring the proper level character gets the proper map, reduces the overall utility of the maps.
 

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X marks the spot! Need an adventure hook for your party – tonight? Or maybe you rolled ‘treasure map’ on the treasure tables, but don’t have one prepared? This invaluable product provides ready-to-go action, with detailed treasure maps! Simply drop one of the mysterious, hand-drawn player aids on the table and let the players take it from there, while you sit back safe and secure with the full knowledge of what awaits them – plus an accurate map of your own!
This special product includes rules information for players of both HackMaster and the official D&D setting, the Kingdoms of Kalamar. Also designed for easy use in other campaigns!
 

Trove of Treasure Maps

The Trove of Treasure Maps is a short collection of site based adventures with hand-drawn maps. The book is by Brian Jelke, and published by Kenzer & Company.

The product does not bear the D&D or d20 logo, but does have D20 system statistics as well as Hackmasters statistics. Where mechanics are concerned, I will review this as a d20 product.

A First Look

Trove of Treasure Maps is a 48-page saddle-stitched softcover book priced at $12.99.

The cover of the book is illustrated by a colorized drawing of a pair of hands handling maps on a desk. No cover artist is cited.

The interior is black-and-white. Interior art is limited to the titular maps, which are done in a style reminiscent of old ink-penned maps. Map artists/cartographers include James Montney, Brent Newcomb, Chris Hagerty, Kimberly Peterson, Daniel Fobes, and Eric Edmunds.

A Deeper Look

The book has two essential sections. There are seven keyed locations, each with a keyed map or maps. Then at the end of the book are the same maps, without any keys, suitable for distribution to players. The player maps are perforated and one-sided, making it convenient to rip out the maps and provide them to players. If you would rather copy the maps, there is a convenient permission statement on the title page for you to show the copy bullies at your local copy shop.

The GM section describing each map includes Each section provides a "puzzle challenge level", the story behind the map, adventure hooks and three keys (one key with basic non-mechanical details, one with d20 statistics, and one with Hackmaster statistics.) The puzzle challenge level describes the difficulty of unraveling clues on the map and puzzles involved in the adventure, rated low, medium, or high.

The d20 system statistics are very basic, only providing monstrous inhabitants (and their monster manual page number, but no statistics), DC of basic challenges, trap statistics, and magic items.

Conclusions

This booklet will be primarily of interest to those who like props. The multiple keyed/unkeyed map arrangement is very convenient. The adventures themselves are passable but simple, suitable for a night’s entertainment.

The maps themselves vary in quality. Some are rendered very much like an old ink and pen map or scrawling, but some too strongly resemble something out of a junior high school gamer’s notebook than in a musty library in a fantasy world.

Overall Grade: C

-Alan D. Kohler
 

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