Treasury of the Kingdom (PFRPG) PDF

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Treasury of the Kingdom brings you a bevy of magical items perfect for the freeholder lords of a newborn kingdom hacked out of the wilderness. Here can be found tools of war like the shield of the encroaching forest and battle standard of the fallen, but also implements of exploration to blaze trails through forest and field, hill and vale like the survivalist's arrow and scout's spyglass. You will also find items that interact with the kingdom-building rules described in Pathfinder Roleplaying Game Ultimate Campaign and expanded in Ultimate Rulership from Legendary Games, like instant signal towers, crown of affirmation, and the plow of the abundant harvest. Finally, since explorers in the deep wild are not moving into lands uninhabited, but rather places that are haunted by the magical and mysterious fey and monstrous tribes alike, from the burning skull mace and hag's eye to the staff of the fey queen! In all, you'll find over 40 magic items, from single-use ephemera to a pair of mighty artifacts; everything you'll need to stock your wilderness kingdom campaign with an array of awesome items to intrigue your players and enrich their enemies. If it's fantastical items that delight and excite, your PCs will love what they find in the Treasury of the Kingdom.

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An Endzeitgeist.com review

4/5

This collection of magic items, intended primarily for use in the Kingmaker AP, clocks in at 20 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 2 pages how-to-use/introduction, 1 page advertisement, 1 page back cover, leaving us with 12 pages of raw magic items, so let's take a look, shall we?

As has become the tradition in Legendary Games' item-books, this one begins with a handy list of items by price-point, this time running the gamut from 200 gp to artifact-level. The pdf begins with a new tower shield that not only allows the respective character to assume tree shape or veil as a tree...and the item can also deflect deadly ranged attacks. Among the new weaponry, there is a mace that can have a spiritual ally skull detach from the mace to attack foes with flaming bites. Additionally, if wielded by a creature with regeneration, defeating foes may render the regeneration unsurpressable. The Falling Star starknife can be split into multiple blades to execute full attacks with the returning blade. Survivalist's arrows can be used to pinpoint freshwater sources while in the field and the item also offers a slightly enhanced damage-output.

Gorum's greatsword is not only made from adamantine, it also gains a charge whenever the wielder vanquishes a foe with HD equal to or more. The charges can accumulate to a threshold of up to 5, with the wielder having the option to expend these charges in AoE debuffs. Summoned creatures can btw. not be used to power the blade. The war-trident of the lizard king can be considered an intriguing berserker-style weapon. The new ring in this pdf lets the wearer consume fear, gaining fast healing when subjected to fear and provides temporary hit points when damaging enemies. 3 variants of feytouched summoning rods allow the wielders to call forth interesting creatures with modified, more powerful tricks. The Scepter of Forgotten Time is more interesting in my book - the scepter allows for the selective application of both slow and haste via one cast and the scepter can also has the option to hurtle target creatures into the future. The social-skills enhancing Staff of the Fey Queen is solid, I guess, but I'm not blown away.

The pdf also provides a selection of new wondrous items, one of which is absolutely awesome - it conjures forth a spectral army of warriors - alas, the pdf does not specify the army's ACR or hit points, which is a bit of an annoying oversight. A beast shape II-duplicating talisman is okay. I do like a special fabric that erupts into deadly acidic bursts and trail-falsifying boots. Bottled dancing lights that may generate fear from those of weak will. The crown of affirmation is interesting - it can modify memory and generally ensure a lessened dissent with several abilities, extending the benefits granted to the kingdom-building rules. Personally, I get the notion behind these benefits, but I do believe that creating yay-sayers may actually destabilize a nation in the long-run, so more dynamic benefits would have made more sense to me - in fact, I could see an abuse doing the opposite, potentially increasing unrest...but that may just be me.

The nat 1-reroll-granting monocle has a nice imagery, though the benefits per se are not that interesting and the same can probably be said about a dragon statue, which nets minor bonuses to be used at one time when it's covered in blood - solid imagery, but rules-wise a bit bland. Chokers made from mummified rats that allow you the ability to steal water breathing from foes...now that is interesting! The dryad's wreath and faerie swarm-summoning flute, once again, while pretty nice, though I really do not get why the swarm conjured not simply has a statblock - as provided, it is a variant of the bat swarm and requires switching between the item and the swarm's entry. a ring that can sprout a dance-inducing fairy-circle is pretty intriguing and playful and a powerful, offensive frock that utilizes barbs and flame makes for a nice item. Pick-pocket-enhancing gloves are okay, I guess - switching item from glove to glove, as long as they're within 30 ft., can net a solid trick or two to an otherwise conservative item.

The pdf also provides the hag's eye-item-class - these can be used to modify potions in thoroughly intriguing ways. While the imagery here didn't wow me, the actual execution did - so kudos! Rulers seeking to further stabilize their kingdom may want to invest in instant signaling towers...though the benefits here feel a bit excessive - for every two of these 5K-costing tower-items, stability vs. monthly destabilizing events increases by +1, which quickly becomes ridiculous at higher sizes - essentially, I believe that tying the items to hexes and/or kingdom size and capping the benefits would have made a lot of sense. As written, I can't picture these items making an impact in a logical manner.

A bonus-granting map fits well with the exploration-context, berserker powder -okay...but a crop-enhancing plow that can also heal is truly nice, especially since it may spawn spontaneous leshy... Spyglasses, movement-enhancing boots - I get the ideas here and they fit with the theme well, but ultimately, I'm not blown away by them. A centipede that can be deployed as a sense-sharing scout and a magical boggard's mask complete this section together with a kind-of-improved anti-lycanthropy tonic....the latter of which I do not know: As the pdf remarks, lycanthropy is notoriously difficult to heal. personally, I think it should remain this way. This is a personal preference, though, and will not influence my final verdict.

The pdf also sports two artifacts, the first of which would be the Aeromancer's Heart - the weightless diamond provides a couple of spells in a can...and before you hiss: If it is brought to the plane of air and restored to full power...well, then it can make a city fly - with all ramifications. Awesome! The second artifact herein would be the fractured phylactery - no, not John Ling's module by Gaming Paper, I'm simply talking about at-will slow-touch and 3/day enervation. The wielder also behaves as an undead for the purpose of positive/negative energy interaction, gets a slight boost to necromancy CL and, if undead, channel resistance+4. I'm sorry, but this is the most boring artifact I've seen in a while.

Conclusion:

Editing and formatting are good, though not as refined as in most LG-supplements. Layout adheres to legendary Games' two-column full-color standard and the pdf sports numerous nice artworks for items. The pdf comes with bookmarks, but only for categories, not for the individual items.

I've been pretty much excited to read this pdf - mainly because Linda Zayas-Palmer has had a hand in some of my favorite crunch-designs this year and I wanted to see what she can do on her own - turns out, quite a lot! The items herein, were I to note one basic strength, can be defined as having great imagery that really fits well with Kingmaker, while also making them feel magical - the sense of old world magic suffuses them and makes them fit nice and seamlessly with the AP. On the other hand, quite a few of the items herein feel very conservative to me, quite a few skirting the line of being spells in a can with minor benefits attached. This is particularly strange, since there is ample proof that Linda Zayas-Palmer knows how to make mechanically-compelling items that border on brilliant - there is greatness to be found herein.

Still, as much as I enjoyed some items, not all of them really proved to be intriguing - there are several items I'd only consider interesting by virtue of the imagery they evoke. Perhaps, courtesy to this being her first solo-foray (I know of...), she has opted for a slightly more conservative take...but that's idle speculation. This remains a good collection of items, but one that falls short of the author's potential and, at times, of the awesomeness of the imagery. My final verdict will hence clock in at 3.5 stars, rounded up to 4 for the purpose of this platform since this does not deserve being called "average."

Endzeitgeist out.


Treasures fit for a King

4/5

Treasury of the Kingdom is Legendary Games' latest PDF release in their 'Kingdom Building' collection. It's 20 pages long, with one page for the cover, one for writer and artist credits, one for the legalese, table of contents, one for the introduction/explanation, what you'll find inside, and one for the back cover and one plugging Ultimate Plug-Ins. This leaves a dozen pages for roughly 40 magical items of all levels of power, so here goes.

It becomes obvious upon reading that these are magic items intended mainly for the first few books in the Kingmaker AP, though several are potent enough to come in later. It's usually fairly plain to see where and how they ought to be used. This I appreciate, it's always good to have a few extra surprises for reckless heroes.

It starts with weapons and armor. We get things like the burning skull mace (mace made from the burning skull of a troll, when you fight it comes to life and attacks enemies with its burning bite; also makes a wielder with regeneration harder to kill provided they use it to kill someone who can regenerate) and the war trident of the lizard king that can be used to send its wielder into a blood rage. There's a greatsword that can take the life of potent enemies (as many HD/class levels as you) and use it to terrify opponents, arrows that can find fresh water, a shield that's covered in vines that can deflect arrows and disguise you as a tree -- all great and very much in-tune with the themes of the Kingmaker campaign.

There's a feareating ring that grants temporary HP when you damage frightened opponents. Also, if you get scared, it gives you fast healing. The more scared you are, the better the healing.

The Scepter of Forgotten Time can warp time, slowing or speeding yourself and others. It can also send beings forward in time for a few moments, removing them from the real world for the duration. {b}Beast talismans[/b] grant shapeshifting for one specific type of creature and improved wild empathy. Bottles of will-o'-the-wisp essence can aid in frightening others, and carpets formed from black dragon breath are favored kobold toys to use on unwanted guests. A dragon idol that can be covered in the blood of sentients for one-use morale boosts (remember that "god" the Sootscales want returned in Stolen Land?). Flutes that can call a swarm of angry fey and necklaces made from mummified rats that let you steal the ability to breath water from others (hello, Hanspur!); hag eyes that let you give those potions an extra, nasty, and unexpected kick, wolfsbane tonic to help cure unhappy werewolves -- a very well chosen selection of items that would all work wonderfully with the Kingmaker books.

However the best of the lot to me are the items that can help in the exploring and running of kingdoms. The kingdom-building and running rules, as well as mass combat, seem to be getting little "official" attention from Pathfinder. It's a joy to see 3rd party publishers taking up the gauntlet with items such as described here.

The Battle Standard of the Fallen allows you to call forth an army of spirits to fight one battle and one battle only for you. We get all the stats for them, which is very good as some of the rules from Legendary Games' Ultimate Battle are used with them.

The very potent Crown of Affirmation is a must-have for the serious(ly touchy) ruler, providing as it does bonuses on diplomacy and bluff, as well as mindbending magic and the ability to silence anyone who wants to disagree with you. The best part however is that it improved Loyalty rolls for your kingdom and allows you to take a tour of your lands in return for reducing Unrest. It can be annoying as all heck in the hands of that rival ruler who invites you to his throne room just so he can magically compel you into agreeing with everything he demands, however!

The instant signal towers are a pair of, well, model signal towers that can be made to light up in red or blue flames at a command. They can be used to help communicate news about harmful kingdom-affecting events. They're simple but they feel right to me; this seems like the kind of thing rulers in a magical world would really have.

The map of the trailblazer can magically expand to become as big as you need it to be when exploring uncharted territory. And when you mark locations on the map, the map provides benefits when you're in that location. The plow of abundant harvest produces more food on cultivated land when used, something of vast importance in an agricultural society. A scout's spyglass can either be used to help see through illusions as well as like a normal spyglass, or it can aid any explorers sent out on an exploration edict.

This PDF contains some great magic items for any campaign that revolves around kingdom-building and exploration. The ones that modify and aid in the running of kingdoms are especially good to me -- in worlds with magic, rulers would be using their powers to aid their subjects, even if only to keep them from taking up their time with complaints while the rulers work on 'loftier' goals.

That said if you don't use those rules there's plenty here for campaigns set elsewhere and with other goals. And while these are very, very well-suited to the Kingmaker AP they can easily be transplanted anywhere else.

I'm going with 4.5 stars rounded down to 4 and 'very recommended for kingdom builders/KingmakerAP gamers' for this mainly because I do wish we'd gotten some more magic items affecting actions outside of combat and the usual adventuring skullduggery; but the ones we did get are amazing enough to make me hope that either Legendary Games or some other publishers tries making some.


Webstore Gninja Minion

Now available! Kingmaker fans aren't going to want to miss this one.


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Unexpected, but buying now.
Kingmaker is my next AP to run after finishing Savage Tide.

Thanks Lil and LG!


Sigh...mas...I love mas.


Just posted a review, hopefully in encourages more sales and praise by other buyers.

Grand Lodge Assistant Developer

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Thanks Eric! Your review made my day :)

I had a lot of fun writing these items, and I'm really glad to hear that my efforts to make it clear where the items could fit into a River Kings campaign without actually saying where they might fit were successful.


Linda Zayas-Palmer wrote:

Thanks Eric! Your review made my day :)

I had a lot of fun writing these items, and I'm really glad to hear that my efforts to make it clear where the items could fit into a River Kings campaign without actually saying where they might fit were successful.

Glad to hear that you liked the review. I hope you get to write more PDFs for Legendary Games, be they for the Kingdom Building AP or anything else. I know I'd love to see more treasures that can be used by PC rulers.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Thanks for the review, Eric, and glad you enjoyed the book!

We did work to include a good selection of items that interacted with kingdom-building and mass combat, without going overboard on it. A good number of folks do run the AP with those elements "in the background" instead of using the full rules for them, and we also wanted to provide a good selection of items for people running similar-themed campaigns.

We have done some magic items related to mass combat and kingdom stuff in Ultimate War, and I think that's an area we'll revisit in future products specifically targeted at kingdoms and mass combat. The AP plug-ins for this line tread the line between engaging those rules but keeping the focus also on the PCs and their adventures. Either way, I'm sure you'll be seeing some more kingdom/mass combat items not too far down the line.


I really like this product and I hope to see more items along the lines of what Eric Hinkle has mentioned.

That being said, I do have two questions regarding the Battle Standard of the Fallen: (1) what is the ACR of the army created by the magic item, and (2) what is the army's HP?

Cheers!

CB out

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

I'm sending a note to the author, Linda Zayas-Palmer, to stop by the thread and comment on her thoughts for the item.


I suspect my group's king, a cavalier/bard/battle-herald, is going to love that feareating ring. :D


Canadian Bakka wrote:

I really like this product and I hope to see more items along the lines of what Eric Hinkle has mentioned.

That being said, I do have two questions regarding the Battle Standard of the Fallen: (1) what is the ACR of the army created by the magic item, and (2) what is the army's HP?

Cheers!

CB out

Yow, and I didn't even notice that about the Battle Standard of the Fallen when I did the review. My apologies, everyone.

Grand Lodge Assistant Developer

Canadian Bakka wrote:


That being said, I do have two questions regarding the Battle Standard of the Fallen: (1) what is the ACR of the army created by the magic item, and (2) what is the army's HP?

Whoops, sorry about that.

1) The ACR is 7.
2) The army's hit points are 31.


Linda Zayas-Palmer wrote:
Canadian Bakka wrote:


That being said, I do have two questions regarding the Battle Standard of the Fallen: (1) what is the ACR of the army created by the magic item, and (2) what is the army's HP?

Whoops, sorry about that.

1) The ACR is 7.
2) The army's hit points are 31.

Thanks for sharing this information, and thanks even more for writing this great PDF in the first place.


Much appreciated on the prompt response. My players love the Battle Standard of the Fallen and I knew they will use it against the troll armies of King Hargulka (I am using the ideas from DM Dudemeister) towards the end of Rivers Run Red - I am glad I placed that item in the tomb of the Lonely Warrior.

Cheers!

CB out.


It would be great if I could actually print a hard copy for myself instead of constantly coming back to my computer while integrating new material into my KM campaign.

To make matters worse, the illustrations of some items are blocking large amounts of text that describes the items. Is there a way around this?


Been almost a week.


@Ginglebrix: Are you sure that your reader properly displays the pdf? I'm currently analyzing mine and it perfectly displays the text and items, no overlap. Have you tried another reader or de-dling the pdf?

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Hi Ginglebrix,

I didn't see this thread but got a message from Linda Zayas-Palmer yesterday about your issue and checked our PDF copies, and all of the art is displaying properly, with no overlap of art over text.

If you email me at makeyourgamelegendary@gmail.com I'd be happy to send you another copy of the PDF to see if perhaps your copy has been corrupted in some way. As Endy suggests, you might also try using a different reader.

I look forward to hearing from you soon and hopefully we can get your issue resolved.

PS - We haven't produced a print version of the book ourselves because, at only 20 pages, the economics of printing a book that small aren't very favorable. However, I'll look into making a print-on-demand version through DrivethruRPG and see if we can make it work.


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.


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Endzeitgeist wrote:
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

Great review as always End! And while it's annoying that it's not in the pDF, at least we got the information on the armies conjured by the Standard of the Fallen earlier in this thread:

Linda Zayas-Palmer wrote:

Whoops, sorry about that.

1) The ACR is 7.
2) The army's hit points are 31.


1 person marked this as a favorite.

Thanks for the info, Eric- it'll help me use the items, though review-wise, this does not change the verdict - I don't take FAQs, online clarifications etc. into account, only the pdf itself. (Mainly because I think that customers should not have to look online for fixes/errata.)

Cheers!


1 person marked this as a favorite.

Just read through this gearing up for running Kingmaker and wow some very nice stuff in here. Love the plow of abundant harvest and the leshy's. So much silly fun to be had with these things.

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