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01 Toa Credits.Indd NECROMANCERGAMES Let the Wonders of the Ages Inspire You! Few elements of fantasy roleplaying are as rife with possibility and potential as are artifacts, those ancient and unpredictable items of potent magics. Travel in quest of mystic wonders, stand as civilization’s only defense against villains equipped with horrific powers, or challenge the gods themselves. Within these pages lie suf- ficient ideas to inspire dozens upon dozens of quests, adventures and even entire campaigns. ARTIFACTSOFTOME Magics Beyond Measure, Curses Beyond Comprehension You hold in your hand a codex of almost limitless potential. Each and every artifact within contains not only a detailed description of its powers, but also a rich and inspiring mythology, adventure seeds, and the various consequences and downsides of use that make artifacts such a mixed blessing. Better yet, the Tome of Artifacts also contains new spells, new monsters, new feats, and a tool to aid you in creating your own artifacts, a random system capable of generating literally millions of unique artifacts! Brought to you in partnership between Necromancer Games™ and Lion’s Den Press™, the Tome of Artifacts contains contributions by some of the industry’s best known names, including fan favorites Keith Baker, Rich Burlew, and Patrick Lawinger. Includes a foreword by David “Zeb” Cook! This product requires use of the Dungeons and Dragons ® Player’s Handbook published by Wizards of the Coast®. This product uses rules from the v.3.5 revision. Fantasy—Swords and Sorcery Sourcebook (Magic and Items) Core D20 System ISBN 13:978-1-58846-935-9 ©2007, Necromancer Games, Inc. WW 8397 $39.99 US www.necromancergames.com Sample file 8397 WW TOME OF ARTIFACTS: ELDRITCH RELICS AND WONDERS TM Credits Concept and Design: Interior Art: Bill Webb and Ari Marmell Jeff Laubenstein, David Day, Darren Calvert, Eric Lof- Authors: gren, Brian Leblanc, Mike Chaney & Jeremy McHugh Keith Baker, Rich Burlew, C. Robert Cargill, Michael Playtesters: Gill, George Hollochwost, Khaldoun Khelil, Patrick Necromancer Games Staff Lawinger, Rhiannon Louve, Ari Marmell, Anthony Pryor, Special Thanks: C. A. Suleiman To Elizabeth, for putting up with my stress. —Khaldoun Developer: To Anthony, Alex, and Natalie for keeping my sense Bill Webb of wonder alive. —Patrick Producer: To Randy Harding, for ideas and brainstorming. —Rhiannon Clark Peterson To Matt, Soraya, and Andrew, for being sounding boards; Editor: to Jeff, for introducing me to most of my current gaming Patrick Lawinger and Bill Webb group; and to George, for all the usual reasons. —Ari Art Direction and Design: To my dog J.D. for inspiring one artifact, and the crew Mike Chaney w/ Wes Mantooth of the Origins 2005 road-trip for inspiring the other. —C. A. Product Update Password for Tome of Artifacts: Vecna This product requires the use of the Dungeons and Dragons® Player’s Handbook, published by Wizards of the Coast®. This product utilizes updated material from the v3.5 revision. ©2007 Necromancer Games, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc. and the Necromancer Games logo, Tome of Artifacts: Eldritch Relics and Wonders are trademarks of Necromancer Games, Inc. All rights reserved. All characters, names, places, items, art, and text herein are copyrighted by Necromancer Games, Inc. “d20 System” and the d20 System logo are trademarks owned by Wizards of the Coast and are used under the Sampleterms of the d20 Trademark License. The mention of or reference to any company or product in these pagesfile is not a challenge to the trademark or copyright concerned. Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are used in accordance with the Open Game and d20 Trademark Licenses contained in the Legal Appendix. Creature Collection and Relics & Rituals are trademarks of Sword and Sorcery Studio. This book uses the supernatural for settings, characters, and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. Reader discretion is advised. Necromancer Check out Necromancer Games online athttp://www.necromancergames.com Games And check out Sword and Sorcery Studio online at: http://www.swordsorcery.com Third Edition Rules, PRINTED IN CHINA. First Edition Feel 1 THE ALTAR OF THE BONE CITADEL Table of Contents Foreword, by Dave “Zeb” Cook 3 Golden Pearl of the Elder Tortoise, by G. Holochwost 138 Introduction 4 Holocaust Stone of Gun’ta, by C. Robert Cargill 142 Altar of the Bone Citadel, by C. Robert Cargill 6 Horn of the Archangel, by Ari Marmell 146 Al’Qabir’s Inscrutable Floating Parlor, Hungry Stone, by Keith Baker 153 by C. A. Suleiman 10 Irruwyn’s Cauldron, by Ari Marmell 159 Ashen Heart of Barrat Sûn, by Ari Marmell 15 Joval’s Equilibrium, by C. Robert Cargill 165 Ashrune, by Khaldoun Khelil 22 Juggernaut of Shaddar Khan, by Ari Marmell 169 Bastard of Exalted Heroism, by C. Robert Cargill 27 King’s Pepper Grinder, by Rhiannon Louve 176 Black Coal Citadel, by Khaldoun Khelil 31 Korridar, the Crown of Kings, by Keith Baker 182 Black Crystal Spiral, by Michael Gill 37 Lamentation Engine, by Ari Marmell 187 Book of Stasis, by Michael Gill 41 Lucky Coin, by Rich Burlew 193 Bow of Night, by Patrick Lawinger 45 Masks of the Gods, by Anthony Pryor 200 Brooch of the False God, by C. Robert Cargill 50 Orb of the Wight, by Patrick Lawinger 205 Carpet of Contemplation, by Rhiannon Louve 53 Petrified God, by Ari Marmell 211 Celestial Machine, by Anthony Pryor 61 Rug of Lords, by Patrick Lawinger 217 Crown of Ice, by Rhiannon Louve 70 Sha’gahr’s Bones, by Anthony Pryor 221 Darkwood Heart, by Keith Baker 76 Siege Hound of Dhula’zar, by C. A. Suleiman 229 Divinity Sphere, by Michael Gill 82 Skiff of the Ferryman, by Ari Marmell 236 Earth Seed, by Michael Gill 87 Skullcup of the Nagaraja, by G. Holochwost 242 Ebony Skeleton of Mol-Tet, by C. Robert Cargill 91 Soul Brushes of Gartigan, by Patrick Lawinger 246 Eldros’ Panoply, by Anthony Pryor 96 Soulblade, by Michael Gill 251 Emerald Scales of Veerak, by Rich Burlew 102 Una’s Shield, by Rich Burlew 258 Erangoul’s Filthy Cloak, by Khaldoun Khelil 108 World Tree, by Rhiannon Louve 264 Fang of the Devil Tigers, by G. Holochwost 115 Appendix A: The Chosen One, by Anthony Pryor 272 Flayed Skin of Kruk’Tha, by C. Robert Cargill 119 SampleAppendix B: Random Artifact Creation, file Forge of Medzigar Salight, by Patrick Lawinger 123 by C. Robert Cargill and Ari Marmell 281 Fortune’s Breath, by Patrick Lawinger 129 Appendix C: Compiled Mechanics 314 Ghost Reaver, by Patrick Lawinger 134 Appendix D: Legal 317 2 TOME OF ARTIFACTS: ELDRITCH RELICS AND WONDERS Table of Contents Foreword So, here we are again. For me, another major goal was to return mystery There is an undeniable strain in fantasy for the bigger, and magic to a fantasy game. Odd to say, but in many better and more powerful: bigger spells, better weapons, ways creating a fantasy game lost the magic of fantasy. and, of course, more powerful (even godly!) characters. What is fantastic after all about a sword +1? Where is It is from that desire that artifacts came into the role- the mystery and wonder? The magic of legend and fairy playing world, über-powerful magical items that would tales isn’t about numbers or utilitarian crafting. It’s make my character completely unique from yours (and, about using the footfall of a cat, the beard of a woman, of course, cooler). the roots of a rock, the sinews of a bear, the breath When artifacts first started appearing back in the days of a fish, and the spittle of a bird to bind the Fenris of 1st Edition, players seized on them — but not always wolf. It’s about spinning straw into gold. Wondrous for the better. It was true that artifacts were supposed to magic is about using the illogical and mysterious to be hard to find, with powers that were difficult to deci- accomplish the impossible. With artifacts, I wanted pher and even more difficult to use. There were outlines to encounter those kinds of items once again, to face of conditions, restrictions, and drawback to their use. magic beyond the comprehension of players jaded to Nonetheless, that did not seem to stop DMs and players the collection of utilitarian spells, armor and weapons from freely handing them out. Somewhere along the line, that permeate the game. the point of artifacts was lost. Those of us at TSR at the Of course, there had to be a use for them. All the time became used to seeing letters (in the days before great magic of tales is powerful and can accomplish great email) describing entire parties loaded down with the things. But it also had to be in balance. Again, a common weaponry of the gods, players who had storerooms filled theme in legend was that all things come with risk. The with every artifact mentioned from the Wand of Orcus monkey’s paw doesn’t just grant wishes. Artifacts needed to the Hand and Eye of You-Know-Who. And for some, their limitations, their risks and their flaws. These were it wasn’t enough. as much a part of their character as their powers. In many Somewhere along the line, the point of artifacts had ways it is these flaws that create the adventures around been lost. Yes, they were items of immense power and artifacts. It is the flaws that humble the mighty, overturn cool, rule-breaking abilities — but they were also sup- the order of the world, and keep the cycle going.
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