Enchanted Locations: Crypts & Tombs is the second in the Enchanted Location series from Fast Forward Entertainment.
Crypts & Tombs is a 128-page mono hardback product costing $24.99. The space between paragraphs in the product is quite large and most pages contain an inch or two of white space at the bottom of the final column - this provides an airy feel making for easy reading but may disappoint those who like to see a product packed to the gills with text. There are also three pages of ads at the back. Since no internal art is ascribed to anyone, it appears to be public domain art, and comes in a variety of historical styles from Greek to Victorian. Though it seems to match the text reasonably well, it lacks the verve of a more modern style and seems a waste of the artistic talent available to publishers from freelancers. The internal art suffers the more compared to the superb Larry Elmore cover art, depicting an adventurer approaching a skeletal warrior laid out on a sarcophagus. The maps are rather gloomy and basic, but provide compass direction and scale.
The writing style is too simplistic and nebulous for my tastes, and repeatedly uses too many words to get across ideas - for example: "...they have an uneasy feeling that forces them to hide the symbol in a place of safety where others can't find it." If you hide something, it's not necessary to say that it's in a place of safety, and that that place should be somewhere others can't find it. I found editing to be generally average, containing some silly mistakes such as one of the early section headings reading "Motovations", and elsewhere repeatedly abbreviating Initiative in the same manner as Intelligence.
The book starts off with a one-page introduction, giving an overview of the chapters and some advice on how to use the book. Unfortunately, this information is given in a tone of matey self-adulation. Phrases such as "I really like the first Enchanted Locations product we at Fast Forward produced", "what you've got in your hand here is the accumulation of more years of gaming than I even want to contemplate" and "...we're working to give your players the best experience they can have. And, really, that's what it's all about - the gaming _experience_, right?" raise the reader's expectations way beyond what any product can provide. Most sales people are taught to deliver more than they promise and the tone of the introduction and the marketing on the back of the book seems to set up Fast Forward for some of the criticism that has been aimed at their products.
The back of the book states "Tired of another evening of the same-old, same-old? Are your players? Enchanted Locations gives you something different - quests!" I was under the impression that the backbone of RPG adventures was the Quest, and I hardly feel that quests are something different. But heck, I like quests, and following the introduction is a discussion of the quest sub-genre. Unfortunately, Fast Forward fall into the over-marketing trap again by stating they provide a worksheet to develop quests, then actually providing a (rather clichéd IMO) example of development of the elements of a specific quest (involving the search for an artifact in a flying castle) instead. The section moves on to better things by taking a look at challenges and motivations such as providing seemingly insurmountable problems and slowly offering clues to the solution, and a limited time scale to egg the players on.
The next section looks at the nature of artifacts, as they are often central to the quest concept. The section looks at developing legends around the artifact(s) used for the quest (both true and untrue) and the consequences of owning a powerful item, since powerful beings are attracted to the artifact and desire to own it - there are some quite evil ideas for making the PC artifact-owner's life hell in this regard, both here and in the rest of the book. This section is useful for those with little experience in developing the role of artifacts in quest-based campaigns or adventures.
The rest of the book uses a certain formula to present important artifacts, and the locations to which a quest for the artifact(s) might lead. Each section begins with a set of class and race-orientated artifacts - wizard, clerical, rogue, fighter, elf, orc, and dwarf. Legends surrounding each artifact are described. Each artifact has an initial power, and initial reaction from others to the wielder of the artifact, on first becoming the owner. The artifacts also have an effect on the owner, and these are not always pleasant. In addition, the artifact also has hidden powers that develop when the owner performs certain actions associated with the artifact's effects on the owner (see below for an example of this). Finally, the interactions between each of the artifacts in the set are also described (i.e. new powers become available when more than one artifact is owned). After each artifact section, several locations are presented with a map and key on the left hand page and stats for the denizens on the right-hand page, along with some brief roleplaying information.
The final section in the book contains Jim Ward's personal view on why giving out a lot of treasure is a Good Thing - he is a proponent of the Monty Haul school of thought and provides an argument in favour of providing heaps of treasure. Essentially he believes that gaining treasure (and particularly hugely powerful magic items) is most of the reason why people enjoy roleplaying, so giving them out freely makes the game more fun. I happen to totally disagree with Mr. Ward's philosophy as I feel players get blasé about treasure if they get too much of it and it can unbalance a campaign, but the section does contain some interesting thoughts on the consequences of owning 'obvious' magic items such as ioun stones.
The section also provides three different options of mixes of treasure for ELs of 1-20 from basic coinage to a mix of coinage, magic, and gems, or some more obscure treasure such as wondrous items or more detailed personal items. These should provide a useful reference for those developing the adventure tools provided in the book.
As far as the content of the artifacts provided, it is important to remember that these are extremely powerful items that can seriously unbalance your campaign setting and GMs would be well-advised to carefully assess the possible impact the item's powers would have, and plan the progression of access to their hidden powers in line with the character's level.
As an example, the Shield of the Gods' initial power is to turn undead creatures to dust unless they make a DC 25 Fort save modified by their HD, and give +20 to the wielder's AC. Further powers can be gained as the wielder gains more powerful weapons (this aspect is undefined) and kills Outsiders with more hit points than the wielder. These powers include turning animals into dire animals who obey the wielder's commands, immunity to divine spells of levels 1-3, gaining a +3 cumulative bonus to a weapon, immunity to dragon breath weapons, elemental summoning, and allowing the wielder the benefits of a continuous haste spell with no ill effects. Mixed with other artifacts, the wielder also gains a number of paladin, and monk, abilities. There are also other more general effects of collecting this item with the other three items in the series - as the person collects these artifacts, major effects on the game world come into place like affecting the weather in the general area, spontaneous hit point regeneration in the local area, and even re-aligning of planets and moons. Be afraid, be very afraid...
The locations themselves are presented purely as keyed maps with no descriptions of any of the elements of each location, purely the stat blocks for some of the creatures and NPCs to be found in these locations. Speaking of NPCs, a perusal of the stats for Adravar, a 10th-level Sorcerer, gives the NPC:
* An AC of 17 (with a +4 ring of protection, a Dex of 10, and no armour, this should be 14).
* An initiative of +3 (with a Dex of 10 this should be +0).
* An Atk of +5 (which does not account for his Strength of 9 - his Atk should be +4 (or +7 considering his +3 shortspear), and damage should be at 1d8-1, not 1d8, for the same reason).
* A Will save of +9 (should be +8 with his 13 Wisdom).
* Move Silently +11 (impossible for this cross-class skill, with a Dex of 10), and also has massively underused his skill points.
* Only two feats (one of which, Spell Focus, is not defined).
* Not enough spells, since his spells do not reflect the bonus spells gained from his high Charisma.
Other stats show a similar disregard for the d20 rules. The roleplaying information for the NPCs is extremely limited, giving no physical description, and no background. I also found some of the NPC names rather anachronistic, such as Big Mike the Brass Golem and Sally the Flesh Jelly.
Conclusion:
Crypts & Tombs contains a number of ideas that on their own are inspirational and provocative - weapons that will not harm the same race as their creator, the various unpleasant consequences of owning a powerful item, and artifacts that require certain actions from their owner before they release hidden powers. The basic ideas behind the locations and artifacts are often engaging; though not original, the quest for the series artifact has a fine tradition and an enduring appeal. I also liked the concept of map, key and stats on the two-page spread, though these sections would have benefited from some extrapolation in location and creature descriptions.
Overall, the application of the d20 rules is poor, and will require a lot of work on the GMs part to set straight. Stats will need to be completely revised and some aspects of the artifacts require serious rules clarification before use. The high-level powers must be matched with PC level to avoid unbalancing the campaign - perhaps the best use of these artifacts is for high-level adventure, probably levels 15 to 20 or even epic-level play, though the NPCs presented seem designed for mid-level play so would need bumping up in power. Unless you are running an extremely high magic campaign, Crypts & Tombs might best be used as an idea mine for inspiration.
Of course, getting hold of a copy since Wizards clamped down on the non-OGC content from MM2 in this product may be a tad difficult.