NECROMANCER GAMES NECROMANCER

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. TOME OF ARTIFACTS 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 ®. This product uses rules from the v.3.5 revision.

Fantasy—Swords and Sorcery Sourcebook (Magic and Items) Core

ISBN 13:978-1-58846-935-9 ©2007, Necromancer Games, Inc. WW 8397 $39.99 US www.necromancergames.com Sample file WW 8397 TOME OF ARTIFACTS: ELDRITCH RELICS AND WONDERS

TM Credits

Concept and Design: Interior Art: Bill Webb and 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:

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 terms of the d20 Trademark License. The mention of or reference to any company or product in these pages 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 SampleAnd check out Sword and Sorcery Studio online at: file Games 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 Appendix B: Random Artifact Creation, 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 SampleGhost Reaver, by Patrick Lawinger 134 Appendix D: Legal file317

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. After posed to be campaign builders, things you could hinge an all the destruction of great heroes in the process of doing entire world (or at least a country) and player career on. good is a classic tale. A player could spend his life, or at least a good chunk of It makes me very happy then to say that this new it, in search of the Doodad of Lubik, find it, perform one Tome of Artifacts captures that spirit. In here are great character defining act with it, and then retire. artifacts to drive campaigns, create adventures, The problem was artifacts weren’t meant to be just and just be wondrous. What use is the Altar of the weapons, they were meant to be campaigns. To make that Bone Citadel but to create adventure? Will the Bow happen, artifacts need background — and more than just of Night corrupt and destroy its wielder or will he “this is the weapon of the Black God who hates elves.” be truly heroic and cast it aside once the need is Artifacts are personalities as much as player characters gone? Better still, the information here expands and and NPCs. Their stories shape their powers, define their improves with more emphasis on rumors, research- use, and create adventure. So with the 2nd Edition book ing and campaign suggestions (those hooks we all of artifacts we expanded their personalities: created mini- love) for use in your game. stories for each item and tried to find ways for them to And so, here we are again. Artifacts have returned, Sampleplay a role in campaigns without destroying them. stronger and more interesting than ever.file David “Zeb” Cook

3 THE ALTAR OF THE BONE CITADEL Introduction

There’s something to be said for the classics. and developing D20 material almost from the beginning. Whether you’re an old-school gamer, with memories We’ve assembled a skilled team of writers, made up of both of play that predate the days of THAC0, or whether 3rd talented newcomers and industry veterans, including quite edition is your first experience with fantasy role-play, a few names you’re almost certain to recognize. you’ve almost certainly made use of some of the game’s most classic concepts. Old-school spells, which appear in Contents the arsenal of almost every spellcaster. Foul and vicious All right, so enough with the lead-in. What, exactly, monsters as old as the game itself. Winding dungeons, does the Tome of Artifacts offer you? where danger lurks behind every kicked-in door. The bulk of this work consists of nearly 50 artifacts, all And then, just possibly, artifacts. ready for use in an existing campaign, or to serve as the Artifacts have been a part of every major version of the foundation of a brand new one. No matter your style of game since the late 70s, and they’ve always held a special game, you’re almost certain to find something useful here, place in the pantheon of DM tools. They are magic items from myth to fairy tale, classic fantasy to the truly bizarre. of wondrous power and horrific curses, in-depth history Your PCs might face the undead armies of the Altar of and story potential so great they can drive entire cam- the Bone Citadel, travel the planes on the Skiff of the Fer- paigns. Even in this — arguably the most systematic and ryman, battle the horrible mutations of the Lamentation mechanically consistent version of the game — artifacts Engine, get lost in the halls of Black Coal Citadel, garb follow no rules but their own. They are the DM’s final themselves in the Emerald Scales of Veerak, destroy cities trump card, the legendary items that appear only when with the Holocaust Stone, or even pit the Juggernaut of and where he wants, and that inevitably bring much Shaddar Khan against the Siege Hound of Dula’zar in a adventure, and much trouble, to the characters who are rampaging battle worthy of downtown Tokyo. (un)fortunate enough to find them. The best artifacts are, of course, far more than a col- lection of potent abilities. They bear with them a storied Artifact Format and fascinating history, one that should inspire the DM Each artifact follows the same general format, for ease at least as thoroughly as the item’s description itself. of use. Each begins, of course, with the artifact’s name, as Unfortunately, most of the artifacts presented throughout well as any other soubriquets it might possess in various the various incarnations of the game have been relatively myths and legends. Each artifact is clearly marked with the short of detail, constrained by the requirements of word name of its writer as well. This is partly to facilitate their count. use as Open Content, but also because each and every one It was during the latter days of 2nd edition that arti- of our writers deserves credit for their fantastic work. facts were given the attention they deserve, as an entire Each artifact has a tale to be told, and this tale forms book of artifacts presented many of these wonders in the first true section of each entry. Some are myth, some unprecedented detail. And in many ways, that book is fairy tale, some rumor and some simple fact, but all provide the spiritual father of this one. not only a context for that particular item, but a wealth For this is what the Tome of Artifacts: Eldritch Relics of ideas and plot seeds on which the DM can draw. and Wonders aspires to be: Nothing less than the quintes- This is followed by a sidebar on researching the artifact. sential book of artifacts for the current edition. This gives the necessary skill checks for such research, as We’ve pulled out all the stops, in the hopes of honoring well as the information provided at each level of success. both our predecessor in the field and the concept of the Most entries conclude with lists or suggestions of false artifact itself. The Tome of Artifacts is a joint produc- information, the sort of erroneous facts PCs might learn Sampletion of Necromancer Games and Lion’s Den Press, two if their checks aren’t quite high enoughfile for the truth, the companies made up of people who have been writing whole truth, and nothing but the truth.

4 TOME OF ARTIFACTS: ELDRITCH RELICS AND WONDERS

Next is a section on the artifact’s physical properties: the artifacts themselves, giving DMs maximum flexibility in what it looks like, what it feels like, and how (or if) it choosing the material they want to incorporate. reacts to divination spells. Now we’re into the meat of the artifact: the powers Appendices themselves. Constant powers are those that require no The artifacts themselves could easily make up the voluntary activation; they remain functioning at all times. entirety of the book, but we had a bit more we wanted These can include everything from AC or save bonuses to to offer. emanating auras. Activated powers, obviously, are those that require an act of will, a particular trigger, or some Appendix A presents the Chosen One, an artifact in other means of deliberate invocation. human form. It contains a series of modifications that can be applied to a character selected by fate or by the Every good artifact, however, has its hazards and down- gods for a higher purpose. sides; after all, if they were nothing but free power, what fun would that be? These are given next, and range from Appendix B is a monster of a chapter, presenting curses that afflict the wielder to widespread calamities that nothing less than a system and charts for random artifact may make the artifact more dangerous than any villain. generation. Obviously it can’t fill in the specific details for you — you’ll need to breathe the last spark of life into Two optional sections often follow, discussing any ambi- your artifacts with your own ideas and creativity — but ent effects the artifact has on its surroundings, and how it it can provide you with a solid skeleton from which to reacts to spells and magics other than divinations. work, and is capable of producing literally millions of As we’ve mentioned, artifacts are extremely potent different artifacts. and possess detailed back-stories, and their use can be Finally, Appendix C serves as a reference for the many a somewhat daunting prospect. The next section offers new spells, feats, monsters, and other goodies scattered advice for DMs, suggesting not only means of incorporat- throughout the book. With this appendix, you can easily ing the artifact, but providing specific adventure seeds find the proper page numbers for any such feature you’d and suggested means by which the PCs may be able to like to use. finally destroy the item. So what are you waiting for? Dig in, and discover Finally, most of the entries end with one last “goody.” Some the many wonders and horrors, tales and adventures, of these are new spells, new monsters, new feats, new NPCs, that await you in the Tome of Artifacts. We hope new magic items, new planes — anything and everything we that you’ll find the material within at least as inspir- could include to enhance game-play even further. Even better, ing as we did. most of these are fully usable even in campaigns that don’t use

Ari Marmell for Lion’s Den Press and Necromancer Games

Sample file

5