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| Kernith Hastings06-27-04, 07:55 PM | The idea here is to create an artifact, with a history, and post it up here until we get to #100 (assuming we get that far) here is also free allowance to friendly criticize other peoples works. To get us started: #1 Seragin's bow This bow was created by a ranger who had taken a certain liking to a grove of dryads. The bow at the time was no more then a +1 long bow. The dryads worshipped Elhonna fevenly and loyally, an aspect the ranger, being devout to elhonna himself, admired. The ranger watched the dryad's prayer many times during his own prayer time in secret. One day, the ranger spied a very large group of gnolls heading toward the grove. There wasn't sufficient time for him to reach the grove and warn the dryads of the gnolls. He climbed a tree and concealed himself. preparing to assualt the gnolls. When the whole group had entered the clearing in front of his roost, he began to fired upon them. He found he was able to launch arrows faster than normal. Also any enemies he struck with an arrow, whether he hurt them or not, were suddenly grabbed by roots and other plant life that sprung out of the ground. Some tried to destroy and sever the roots but their attacks were useles. Others evaded the roots but were left standing in a stupor, no longer having the will to fight. None seemed to be able to discern his location either. He continued until all the gnolls in the company were snared or killed. Then he left to worn the druid grove of the approching danger. They said that they were all shown visions of the battle. They also said that elhonna had shown herself and told them of the enchantment she placed upon the bow. She also had sent a group of bears to finish the deed. The ranger stayed in the druid grove from then on and defended it from any dangers that may befall it. Seragin' bow is a +1 longbow of speed. When attacking with this weapon, check your attack role against your targets touch AC. If you hit with either attacks the target makes a (DC 21) relflex save or is rooted to the ground where it stands by plants thats suddenly spring up from the ground. These plants cant be broken or destroyed. The keep the target from moving at all. If the touch attacks succeeds the target also makes a will save or becomes confused, losing any motive to do anything, this is a mind influencing effect. Every round he makes another will save against the effect. The bow also grants is user +10 to hide and the ability to hide in plain sight. |
| Steelcrystal06-27-04, 10:05 PM | #2 Illumina, Armor of the Sun Illumina was quite literally a gift of the gods, given by the sun god Luvyn to the paladin Jacquarhal in return for faithful service and a few specific near-miraculous deeds. Jacquarhal disappeared centuries ago, supposedly having staged an assault into the gates of the Abyss itself. It is safe to assume that Illumina disappeared with the paladin, though the armor has since resurfaced in an ancient hall of the gods deep beneath the heart of the Hydrathias Mountains. Illumina is a suit of full plate armor, antique in design and resplendent in detail and form. The armor is bright, burnished gold, though it weighs no more than standard full plate and is easily as durable as the strongest steel. The armor always shines, brilliant and gleaming, despite any efforts to conceal it, paint it, or otherwise cover it. Even the gore of battle cannot muffle Illumina’s appearance; blood, muck, and other unpleasantries of that ilk seem to slide from the armor as water slides from a duck’s back. Illumina is literally covered in intricate etching, most of which evoke images of the sun in one manner or another. The magic bound in Illumina is mighty indeed, and it is from these powers that the armor derives its title Armor of the Sun. Illumina is blinding full plate of daylight and command +2. In addition, the armor is sentient, and can speak with its wearer via telepathy whenever it so chooses. Illumina comes across telepathically in a strong, clear male voice, and is obviously of good alignment. DM notes: Blinding full plate of daylight and command +2 -Alignment: Neutral Good -Speaks via telepathy with wearer -Stats: Cha: 15, Int: 13, Wis: 11 -Primary Abilities: Light at will, searing light (1d8 damage, 2d6 vs. undead, 2d8 vs. sunlight hating undead) 1/day -Special Purpose: Slay undead; Power: Fire Shield (warm shield, protects against cold based attacks, inflicts 1d6+10 damage on any creature that attacks the wearer in close quarters combat) 10 rounds -Ego: 17 |
| Kernith Hastings06-27-04, 10:54 PM | I think we need a bump, only got to #2 :D #3 The Wrenheart This scimitar is one that the king of Caalertarn, a small counrty located in the center of the Shvin dessert, has weilded generation after generation. It is almost now seen as the symbol of the king, much like a crown ar scepter. Its origins are unknown, but rumors are aplenty. Some say that the sword was given to a long ago king for services he was given. Others say that a hero of great deeds forged the sword himself and founded Caalertarn when he settled down. Others will go so far as to say a powerful and bored mage captured a robin and turned it into a sword handing it off to the first passerby he found. Whatever its origins it has seen Caalertarn through many a bright or dark day. Due to the fact that Caalertarn has been un ivvadeable by surrounding and generally larger countries. Many have deemed the sword "lucky". This also is thought about the fact that it has never been stolen from a king, nor has a king been ambushed while wearing it. The blade seems to be made of a brownish metal, resembling rust if not for the way it gleams as highly polished brass. The blade is shaped to that of a birds wing, a scholar identified the wing as that of a wren long ago, thus the name. The hilt and pommel is made of what seems to be white, unflawed, translucent crstal. Like quartz or diamond. It is very durable however, never having chipped or cracked and being perfectly cut. This scimitar is a +4 defending scimitar with the ability to become briliant at will as a free action (no command word, completely by will). If someone tries to take the Wrenheart from the from owner of it, it foils all attempts by seemingly undirect means. The Wrenheart may be given away though. It grants its user immunity to flanking and he is never caught flat footed. In addition the Wrenheart grants a +4 competence bonus to all atttack rolls, checks, and saves made by the user and any under his command directly or even indirectly. This ability can be removed from a person at will by the wielder of the Wrenheart. |
| [GSV] Kirstar06-28-04, 05:36 AM | #4 Hammer of the sun. A large warhammer of dwarven design. Made of bright stell with gold highlights it is wonderous to behold. When held it glows with the light of the noon day sun. Dwarven chronicles say that the hammer was first weilded by the dwarven hereo Thaladrin "Madbeard" Boel'Dur. Who led the dwarven people on their original migration from their homeland in the far north. The chronicles say nothing of its original origin, but it must have come from the cold northlands where the Dwarves were first born beneath their mountains of grey granite. It was Thaladrin who led a band of heroes to the deeper depths at Greyholme, so as to drive the Wraith Queen and her armies forever from dwarven lands. At this battle, he died, his heart pierced by the ice blade of the blackguard m'tard'kk. His companions recovered his body and returned the hammer to his people. He was laid in the Vault of Heroes beneath Greyholme with all his weapons and armour as is the custom of his people. Hundreds of years would pass before ths hammer again was written of. It was during the 3rd war of the Dutchies, when the elves of the wild wood agreed to humans entering the lands of Varlick and founding what would eventully become the Ducthy of Vivick. A ragged band of dwarven refugees reached Greyholme from the mines of th eiron hills. The y explained that during their mining they had inadvertantly opened a passage to tomb of some long forgotten noble. Disturbed from his eternal rest he had risen from the grave and was killing all dwarves in the iron hills, blaming them for the desecration of his tomb. The night follwing the arrival of the refugees the ghostly figure appeared before the council demanding that he be exhumed and his hammer passed on to a worthy hero so as to destroy this undead moster in the iron hills. Which all honour his tomb was opened and t he hammer removed. It was passed to Daruk Ironfist, a Dwarven Paladin of some considerable note. He led a group of diverse companions that he had adventured with for many years and destroyed the undead creature that was killing the ironhill dwarves. Daruk adventured many years, until old age that had already turned his bronze hair to wisps of pale grey silk, at last claimed his life. He was too was buried in the Vault of Heroes. During the next 500 years, 3 more dwarves of greast merit wielded the hammer to defend the dwarven people. It was 1137 AF (after founding) that the vault of Heroes was defiled by KK'mar and his companions. He stole the hammer because of its value. He was then slain by one of his minions, A blackguard by the name of Mandavian Desar. Who now controls the kkmarran forces. During the battle the Hammer was lost. It location unknown. The dwarves are frantic to recover their most sacred treasure and will do almost anything to recover it. They will not allow it to be wielded by a non dwarf. Hammer of the Sun. This warhammer of dwarven design is crafted of bright steel, highlighted with gold. The half is also of steel, the grip of gold wire. When used the hammer glows golden with light, the colour of the noon day sun. In normal combat, the glowing golden hammer is equal to a +2 warhammer, anyone who holds the hammer may weild it as if they are proficient. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the Hammer deals double damage (and x4 on a critical hit instead of the usual x3). Any undead or negative energy or undead creature hit by the hammer must make a dc25 will save or be destroyed (similar to disruption) if they survive they still take double damage. If the wielder has the ability to turn undead, they gain the equivelent of improved turning feat, and check for turning as if they were in a double strength consecrate spell (+6 check). The hammer also has a special sunlight power. Once per day, the wielder can swing the hammer vigorously above her head. The hammer of the sun then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the hammer wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. The hammer is of good alignment (+2d6 damage to evil creatures), and any evil creature attempting to wield it gains four negative levels. The negative level remains as long as the hammer is in hand and disappears when the hammer is no longer wielded. These negative levels never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the hammer is wielded. Any character who dies while using the hammer is incapable of being raised from the dead. If they are buried with the hammer, and the settlement associated with the graveyard is threatened t hey will raise from the dead as ghost to implore the use of the hammer to defend the settlement. Any dwarf will recognise the hammer on sight, they will also be able to recite poems, songs, and stories of battles and those who have weilded it. They will give the impression that only a dwarf can wield the hammer. They will not be lying, it is what they have always been told. |
| [GSV] Kirstar07-02-04, 06:22 AM | bumpy bumpy #5 Daeluns Dagger of Dragon Slaying. This dagger is of modern design and of masterwork quality. The blade is of finest Salisian steel has been deeply blued and is etched with geometric designs in brightest silver. The pommel and guard are bright silver. The guard crafted as to resemble two open right hands. The pommel is a clenched right fist. The handle is bullhide wrapped in wire. All in all it resembles a nobles dagger. The dagger originally was the property of one Daelun Silverpalm, a minor noble of southern origin. A brave, yet fopish adventurer by trade, Daelun and his companion Sir Rith Prodith spent many a year adventuring and carousing. It was during the darkwinter, when it looked like spring would never return, that Daelun and his companion were caught in a blizzard. Fighting there way to a nearby cave for shelter they discovered that it was already a place of shelter for an adult red dragon by the name of Emberling. In the ensuing battle the companions were overmatched and the situation looked extremely grim. In desperation Daelun threw his dagger. By luck or fate the dagger pierced the dragons eye, entered the brain and killed the dragon instantly. As the companions stared in shock and awe, they saw the dagger tear loose from its grisly resting place and return to Daeluns hand. DM NOtes. The dagger is usually a +4 dagger. When used against dragons or dragonkin it is a +10 dagger. As a ranged weapon the dagger does 5d6 + 10 damage. When used as a melee weapon against a dragon its is d6+10. If a critical hit is scored (19-20 x2) on a ranged attack the dragon has 50% of being killed out right. When used as a ranged weapon against a dragon, the range increment is 50' and the dagger will return to the throwers hand on the round following the attack, this returning power is always active. When making an attack roll against a dragon make only an unadjusted ranged touch attack to hit (do not count the weapon as +10 to hit) |
| pyromage201207-16-04, 08:56 PM | Keep this going :bump: |
| SexyBeholder07-28-04, 11:08 PM | Scepter of timelessness #6 This scepter appears to be rusted, with broken diamonds, and a bent shaft. Many a tomb raider has seen this scepter and left it thinking that it was junk. This rod was created by an ancient chronomancer who's name had been long lost to time, he thought that by creating an item that would defy time he could cheat death, and become more powerful than even the gods. The gods though had different ideas. The chronomancer was consumed in the creation and the scepter was buried with him. Eventually a wizard who was tomb raiding with an adventuring party entered the tomb of the chronomancer, when the wizard cast detect magic he was instantly blined by a scepter sitting in a pile of junk. When the rogue picked up the scepter he aged and was instantly withered away, this happened to every party member, untill the blinded wizard finally made his way to the scepter, he instantly regained his sight and his youth, the wizard thought that this was amazing and went around bragging about the rod, well bragging allways attracts attention and soon a powerful archmage slew the wizard and took his scepter. The archmage studied the scepter for around 10 years before finally discovering and mastering the powers of the scepter. Upon mastering the scepter he traveled back in time to netheril and attempted to learn netherese magic. He was actually quite succesful untill he stumbled upon a spellbook belonging to a very powerful wizard. As he scrolled through the spellbook he located a spell called karsus's avatar. The archmage spent ten years finalizing the spell, when he finally thought he had learned all there was to learn about netherese magic he went back into the present. A few years after he returned to the present he became the leader of a rather large city. One day an interesting character entered the city and was taken to the archmage by the city guards, the character said he was a tomb raider and gave the archmage a spell he had never seen before. The spell was supposed to allow the caster to caster to permenantly bind any item he owned to himself. The archmage chose his scepter. As the spell finished the archmage realized it was a trap, and his scepter instantly dissapeared into the hands of the "tomb raider" at first the archmage was mad that the scepter was stolen but as the day went on he realized that he was beggining to wither away, without the age defying energy the rod provided age finally caught up with him. The scepter is not a magical weapon, in fact it grants -5 attack bonus to anyone trying to weild it as a weapon. In the hands of any non spellcaster the scepter sucks the life force from them, but in the hands of a spellcaster the scepters true showers show. The spellcaster is immune to aging, or aging affects, the spellcaster can travel back in time to any date after the creation of netheril. The rods weilder also is granted +10 intelligence bonus due to his knowledge of time and my cast time stop 3/day. If the rod is ever destroyed it creates a sphere of annihalation affect in a 500 mile radius, destroying all life and creating a dead magic zone in that area for 100 years. |
| Thomar_of_Uointer07-29-04, 01:06 AM | #7 Drake's Bracers These bracers made of multicolored dragon scales grant their wearer energy resistance 15, a +3 natural armor bonus a +6 deflection bonus to armor, and can be activated 1/day for any evocation spell up to level 6, caster level 16. They may also be activated at will to polymorph the wearer into any dragon of up to 16 HD. The bracers cease working within sight of a dragon. Any dragon within 100 miles of the wearer is instantly alerted to the wearer's presence, how powerful he is, and can track the caster down if it chooses to. |
| bitnine07-29-04, 01:17 AM | I once posted an artifact, it should still be around here... #8 Token of Gruumsh's Favor: A divine artifact, the Token was forged and annointed with the blood from the terrible wound that took Gruumsh's eye. His divine power permeated the artifact, creating a powerful connection. The first recipient of the Token was one of the first orcs who united the orcish horde, and used as a sign of the blessing of the one-eyed god.Token of Gruumsh's Favor: Unattended, this fist-sized dull glass orb looks entirely unremarkable. However, when held in the hand of an orc or a half-orc follower of Gruumsh, it throbs warmly and radiates light from within, in the general shape of a pupil. This has the following effects: * It illuminates everything within a 60' area. If this area is partly or entirely shrouded in magical darkness, it allows creatures to use their darkvision within the area, without cancelling the darkness. * Any elves or half-elves within 60' become sickened, and remained sickened as long as they remain in the area, even if they are normally immune to the effect, shapechanged, polymorphed, or otherwise in another form. A green aura surrounds them while within the light, revealing their nature. * Once per day the character holding the orb can cause the light to flare, granting any orc or half-orc within 60 feet the ability to use a feat of strength, as if the strength domain power, with an effective cleric level of one half of the holder's character level. The feat of strength must be made within one hour or it is lost. The Token also has one last effect that the possessor instinctively knows how to use. They can use the artifact to summon an Avatar of Gruumsh to aid them for a single encounter (see Deities & Demigods). When this power is used, the Token of Gruumsh vanishes from the character's possession forever, reportedly so that another worthy orc can make use of it. This power takes a toll on the user, however, inflicting 2d4 negative levels (which cannot be prevented through magic) at the end of the encounter. These negative levels have require a DC 15 fortitude save to shake off. Strong Conjuration [Evil, Chaos]; CL 18th |
| BIG NASTY07-30-04, 12:30 AM | Manacles of dragonslaying- minor artifact These masterwork manacles are made of mithral and are made much bulker than usual. Legends tell of a young orc captured and forced into slavery from a young age, spending almost his entire life under these heavy chains,wipped and beaten daily, hi captors attempted to weaken and break his wild spirit, they only caused his streangth to grow and his hate to smolder. his freedom finally came when he and others of hs ilk, were forced to uncover a long buried temple of dragon worshipers. they toiled for years whe the finally uncovered the passage. upon exploring the vast depths insuring it' safety for his masters, he encountered a pair of dragons, the first, only of young age challenged him head on, and after an emmense battle he stood victorious over the fallen beast, his victory was short lived however as the older and much more powerful dragon found it's young dead at the hands of this lowly humanoid. they collided and fought or hours until the orc, near death, threw the chains about the dragons neck and calledon the orc god for his favor in battle. as the orc closed the chains around the dragons' windpipe, the great beast struggled and lashed about,he tried to throw the orc free, but to no avail. and with one last primal scream the orc pulled the chains in until the dragons very neck snapped in twine just before the chains themselves did. The slavemasters came to investigate and found the orc standing exahusted and bloody over the bodies of two very dead dragons, fled for there lives leaving the orc with his newly won freedom... These manacles when worn provide any non-orc wearer +5 bonus to STR and CON. in the hands of any orc or half orc this bonus is a +10 they also give the wearer a deflection bonus to AC of a +4 an equipment bonus of + 3 to save against any dragons breath weapon Finally it allowes the wearer the favored enemy bonuses as if he were a ranger of the same level. this item is considered bracers, for magic armor purposous |
| SexyBeholder08-01-04, 03:11 PM | sry double posted |
| SexyBeholder08-01-04, 03:11 PM | ewww were only up to #9 :bump: |