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Tome of the Ancients

Volume 1: Artifacts

Concept by John C. Walborn

Written by John C. Walborn and Theodore C. Zion


Art by John C. Walborn and Max Bertuzzi

Copyright 2002 Dungeon Dwellers Guild Games—All rights reserved


Prologue………………………………………………………………...…… 3
Introduction…………………………………………………………………. 4
How to Use This Book………………………………………………………. 5
Artifacts…………………………..………………………………………….. 6
Weapons………………………………………………………………….. 8
Armor……………………………………………………………………. 13
Clothing…………………………………………………………………... 19
Jewelry……………………………………………………………………. 24
Odds and Ends….………………………………………………………... 30
Miscellaneous Tables………………………………………………………… 38
Customization.………………………………………………………………. 39
Artifacts in Your Game……………………………………………………… 40
In Closing ………...…………………………………………………………. 41

Welcome to the Tome of the Ancients series, Volume 1, and thank you for you interest in
Dungeon Dwellers Guild Games.

Our products are designed to do more than the average D20 resource. Instead of cluttering your
game with more content, we aim to improve your tools, as a DM, to create the content you need
when you need it. Thus, instead of carrying around a hundred pounds of books full of needless
drivel, you only need a few pages of resources YOU created to best fit YOUR game. After all, who
knows your world better than you do?

In your use of this book, I hope you find that we have hit our mark and that Dungeon Dwellers
Guild Games products improve your game and, in a small way, your life.

Thank you,

John C. Walborn
Imagine that you are reading a story. The valiant hero, we will call him Paladin Bob, has emerged
victorious from an epic battle with a mighty, aged wyrm. Pushing back the pain of his injuries, he
scans the spoils of his victory in the dragon’s cavern. A long sword atop a large pile of gold catches
his eye. He climbs the pile and inspects the sword.

Now… Here comes the kicker. Read over the next two paragraphs and determine for yourself
which one is more effective in telling the tale well:

PARAGRAPH ONE: The sword is long and thin, constructed of a red tinted metal. From the
narrow, sweeping etchings and the runes on the blade, Paladin Bob can tell the sword is of Elven
craft, probably from the age before the elves were driven out of the East. Having some familiarity
with Elven script, Bob examines the writing letter by letter. “Blade of Justice”, he says to himself
before gripping the sword and marveling at its beauty.

PARAGRAPH TWO: Paladin Bob hands the sword to Wizard Bill and asks him to identify it. Bill
casts a spell. “Long sword +3,” the Wizard says. “That’s better than the +2 you’re carrying.”

Any writer worth his salt will tell you that the first paragraph is by far superior to the second. Why
is that so? Because the reader (or role player) is given a mental picture of the item and a sense that
it is part of a living, breathing world with a long history and interesting characters. The second
paragraph is an example of what writers call “shortcutting” and role players call “meta gaming.” It’s
the best way for a story to lose the reader’s interest.

Consider something with me. The sword in both paragraphs is the same. Upon identification of
the weapon, the Paladin will, indeed, learn that it is a +3 long sword. But, if the Dungeon Master
used the first paragraph to describe the sword, Paladin Bob knows much more about it than its
technical statistics. If he used the second paragraph, he has reduced the sword to mere numbers.

Every item, even the most minor, has a history and a name. The wizard who crafted it was proud
of his creation. He made significant personal sacrifice to make the item. That should show through
to the player when they discover it.

Thus, the goal of this book is to assist you in creating magical items that enhance the story and
depth of your game. So, without further adieu, I bring you Tome of the Ancients, Volume 1:
Artifacts...
As with any role playing resource, using this book becomes ten times easier if you have skimmed
it at least once cover to cover. But, if you want to jump right in, here are some quick references:

- GUIDELINES:

The Artifacts chapter of this book contains the primary content including all the guides for
artifact creation. The creation of every artifact should begin with this chapter and
continue with one of the chapter’s five subsections: Weapons, Armor, Clothing, Jewelry, and Odds and
Ends.

After completion of the basic Artifacts chapter, the user should advance directly to the section
appropriate for the item they want to create. Thus, if you are creating an artifact in the form of
chain mail, you should skip past the Weapons subsection and continue directly to Armor.

If you need ideas or are short on time, each subsection contains twenty examples directly
following the creation rules for that artifact type. These examples are ready to use, but we
recommend that you create your own items from scratch rather than use ours. After all, the
objective of this book is to help you create items that fit YOUR world.

- DICE:

Every table is designed to allow you to randomly pick from its entries using a single roll of a 20-
sided die (d20). Optionally, you may forego the random process and pick what best suits the
artifact you want to create.

- HELPFUL CHAPTERS:

The Contents chapter guides you to the page number of other chapters in this book and is lo-
cated on Page 3.

The How to Use This Book chapter, the chapter you are currently reading, is an informational
guide to the chapters you will use and the order in which you will use them as you create artifacts
for your campaign.

The Artifacts in Your Game chapter contains useful information for integrating new artifacts
into your game and converting the old artifacts your PC’s already carry using these rules.

The Customization chapter provides guidelines you can use to bend this artifact creation system
to further fit your campaign.
Every artifact has a history. You should begin by laying the groundwork for that history.
Following are a few tables that will help you define the origin of your artifact:

A1: CRAFTING RACE A2: CRAFTING FACTION


01-06 Human 01-03 Wizards
07-08 Elf 04-06 Religious / Church
09-10 Dwarf 07-08 Evil Kingdom
11-12 Halfling 09-10 Royalty
13-14 Gnome 11-12 Adventurers
15-16 Orc / Goblin 13-14 Army / Military
17 Faerie Folk 15-16 Rogues
18 Undead 17-18 Guild
19 Dragon / Wyrm 19 Wyrm Council
20 Other Planar 20 Deity

Now you know the race of the craftsman and the faction for which they created the item.
Remember that any combination is possible, no matter how strange it seems. Sometimes the
strangest combination can spark a unique idea that you had not anticipated. Write this information
down. You’ll be able to use it in the later development stages of the artifact.

Once that is finished, you are ready for the next set of tables:

A3: CLIMATE WHERE A4: ALIGNMENT OF


CRAFTED CRAFTER
01-03 Arctic or Sub-arctic 01-03 Good
04-07 Cold 04-07 Neutral / Good
08-13 Temperate 08-13 Neutral
14-17 Warm 14-17 Neutral / Evil
18-20 Tropical or Arid 18-20 Evil
Let’s begin filling in what kind of item this artifact is. This is the final step in this chapter before
we start to form an image of the item and break into the relevant subsection...

A5: ITEM TYPE A6: ITEM SIZE


01-06 Weapon 01-02 Tiny
07-11 Armor 03-07 Small
12-15 Clothing 08-13 Average
16-18 Jewelry 14-18 Large
19-20 Odds and Ends 19-20 Huge

Be sure to view the size of the item in relation to the crafter. A tiny item to a Dragon could be
man sized, whereas a tiny item to a Sprite would be microscopic. If you feel the results just don’t
make sense and you can’t figure a way to explain it (odd occurrences with a good reason make
great fodder for legend), feel free to modify the results to fit your idea.

Begin to imagine what the item might look like. You don’t need to make your image too solid. It
may change in the steps ahead. But let the nebulous cloud of creativity begin to take shape. If you
have the perfect idea already, feel free to break away from the structure of these tables and finish
the item yourself. I would not have done my job if the rules of this artifact construction system got
in the way of your creativity.

Before we move on to the subsection for your particular kind of item, let’s establish two more
properties of the item:

A7: ITEM SIGNIFICANCE A8: ITEM STATUS


01-04 Trivial 01-04 Hidden
05-13 Minor 05-08 Lost
14-17 Moderate 09-12 For Sale
18-19 Major 13-16 Broken
20 Monumental 17-20 In Use

Once again, if you feel the results you have recorded thus far do not fit, change them to suit your
taste. Be cautious, though, when changing the item’s significance rating. There is a reason that
Major and Monumental items are rare. Overuse can skew the balance of your game.

Continue by moving on to the subsection that deals with your item type...
So, it’s a weapon, is it? Very well, then, let’s get to it. We’ll start with the technical details, helping
you further form the image of this new artifact in your mind.

W1: WEAPON TYPE (w/ Examples)


01-3 Bludgeoning (mace, flail, warhammer, maul, club)
04-06 Slashing (claymore, cutlass, axe, gladius)
07-08 Polearm (staff, halberd, long spear, guisarme, glaive)
09-11 Piercing (dagger, rapier, short spear)
12-14 Bow (long bow, short bow, composite bow)
15-16 Crossbow (light crossbow, heavy crossbow, hand crossbow)
17 Thrown (throwing dagger, shuriken, javelin, bola)
18 Natural weapon (dragon claw, stick, scorpion tail, rock)
19 Martial Arts (katana, chain staff, man-catcher, ton-fun)
20 Worn Weapon (armor spikes, bladed boot, wrist spike)
Now, you should have a pretty good idea of what the item might look like. Don’t apply the
finishing touches yet, though, because the item’s magical properties might change the way you
think it should look. Reference the “Item Significance” you determined on table A7 and determine
the item’s magical properties below:

W2: WEAPON MAGICAL PROPERTIES


Trivial Minor Moderate Major Monument
01-05 None +1 +2 +3 +4,1s
06-09 1s +1 +2,1s +3,1s +4,2s
10-13 +1 +1,1s +2,1s +3,2s +4,3s
14-16 +1 +1,2s +2,2s +3,3s +5
17-18 +1 +2 +3 +4 +5,1s
19 +1 +2 +3 +4 +5,2s
20 +1,1s +2,1s +3,1s +4,1s +5,3s
If your Magical Properties result was “none” or a simple +1 to +5, skip the following table. Your
item is either not magical or has a simple magical bonus.

If your result showed a “1s”, “2s”, or “3s”, then your weapon has that number of special
properties and/or abilities in addition to it’s magical bonus, if any. Roll on the next table to
determine those abilities: (Roll once for each)

W3: SPECIAL PROPERTIES / ABILITIES


01-02 Spell storing, 5 levels per item’s magical bonus (min 5)
03-04 Slaying, extra +2 magical bonus against specific monster type
05-06 Keen, double critical chance
07-08 Piercing, +2 to hit (not damage) versus armor
09-10 Speed, 1 extra attack per round at highest bonus
11-12 Flame/Frost, +d6 cold or fire damage
13-14 Defender, wielder can assign part or all of weapon bonus to AC
15-16 Protector, half of weapon bonus (round up) to wielder’s saves
17 Ethereal, Functions as +5 when figuring damage reduction
18 Power, +1 to Strength of wielder
19 Favor of a god, extra +1 bonus
20 Deadly strike, if critical confirmation is another critical, critical damage
is doubled (Roll and double results with all bonuses)

You’re almost done. The rest is up to you, though… Consider the weapon’s background, type,
and magical properties and fill out the description and details with your imagination. Finally, give
your new artifact an appropriate name. If you need help with this part, we have provided you with
twenty examples (below) of weapon artifacts created using this system. Feel free to use any or all of
the ideas. Enjoy your new, custom made artifact!

WEAPON EXAMPLES

Gured’s Heavy Crossbow of War: This Dwarven heavy crossbow is crafted of oak and iron and
has been painted entirely black with the name “Gured”, in Dwarven runes, carved into the stock.
Its magical bonus is a simple +1. The crossbow is in the possession of a vendor and available for
sale.
WEAPON EXAMPLES continued...

Assassin’s Wrist Spike: This iron blade (treat as punching dagger) mounts to the wielder’s wrist with
leather straps and is easily concealable under cloaks. The spike is of fine craft, but nothing makes it
stand out to the naked eye. It is, however, enchanted to be “Keen”, doubling its critical chance, and to
have a +2 bonus. The spike is currently in the possession of a talented rogue named Gnorls of North-
swain.

Bow of the Wild: This short bow is carved from a special wood called “ironbark” and is painted mul-
tiple shades of green and decorated with leaves and grasses in order to blend into a forest surrounding.
(Wielder receives a +2 situation modifier to Hide in forest, -4 anywhere else if bow is in use.) Elven
script runs up and down the bow’s sides, reciting an Elf bard’s song about an archer who could hit an
airborne hawk on the distant horizon. The magical bonus of the bow is +2 and it is available for sale
from a traveling gypsy who “happened upon it one day while taking a stroll in the woods.”

Thunderstone: This heavy mace was carved masterfully from a single piece of Granite. Its etchings
are exquisite and obviously Dwarven, with the word ‘Thunderstone’ on its head. At one time, the mace
carried a +2 enchantment plus being a Defender (user can use magical bonus toward AC) and Protec-
tor (+1 to all saves). Ironically, however, the mace was struck by lightning and broken into three pieces.
Those three pieces still lie in a ruined keep, passed over by a thousand looters without a second look.

Icefinger: The craft of this long, curved dagger may appear to be Elven at first due to its light con-
struction and sweeping, elegant runes. It is not Elven, though. The craft is Draconian, White to be ex-
act. But the dagger its self is a man sized weapon crafted from a shiny alloy of iron and silver with the
handle wrapped in a white, scaly leather. The runes, in a White Dragon dialect of Draconian, read
“Icefinger.” The blade is enchanted with a +1 bonus and +D6 frost damage. Touching the bitter cold
blade with bare skin causes one point of frost damage. The dagger is one of may artifacts in it’s crafters
treasure horde.

Giant’s Stone of Throwing: This massive stone was specially crafted by an evil Wizard for his pet
Stone Giant. It is relatively egg shaped and beautifully carved but otherwise looks like an ordinary rock.
Its magical properties are far from ordinary, however. The base magical bonus is +3 and the stone is
enchanted with the “Throwing” special property (not listed) which makes it rumble back to its thrower
at a rate of 60 feet per round, dealing 2d6 damage to anything in its path. The giant and his wizard dis-
appeared on their mountain and no one has seen them or the rock since.

Falecidius’s Regal Blade: This Norman style short sword with iron blade, grooved wooden handle,
curved brass hilt, and matching half-moon shaped brass pummel was carved by a royal craftsman for
the Prince of his realm, Falecidius Montoi, and enchanted with a +1 magical bonus. When Falecidius’s
father was violently overthrown, the entire royal family was executed. The royal butcher now uses this
sword as a meat cutter.
WEAPON EXAMPLES continued...

Mageblade: This rapier was made by an Elven Sorcerer for himself. Its iron blade has a winding blood
groove resembling a snake, getting wider as it descends to the polished silver hilt and red leather
wrapped silver handle. The hand guard, also silver, is a half bowl shape with the name “Awaele” etched
in fine Elven letters. The sword carries a base +3 bonus plus the ability to store 15 levels of spells as
per the d20 rules you are using. It is still in use by its crafter.

Knuckleblades: This brass weapon looks very much like standard brass knuckles except for the razor
sharp blade running along its outside edge. (Use as spiked gauntlet.) Its craft is unknown as there are
no identifying marks anywhere on its surface. This unique weapon carries no base magical bonus, but is
enchanted with the special property of Speed, allowing its user one extra attack per round at their high-
est bonus. The item was tucked away in a Rogue’s stash and he never returned for it.

Froggie’s Magic Twanger: This abnormally short bow was obviously crafted by and for a Halfling,
judging by its small size and the use of hickory for its construction, a wood often used by Halfling
pipecarvers. The wood is dyed a dark brown and the bow and string are decorated with small bird
feathers, serving as mild camouflage and to quiet the twang of the string when released. It has a +1 en-
chantment, plus the “Piercing” special property, giving it a +2 to hit against worn armor (NOT natural
armor.) The bow is available for sale from a reputable merchant.

Sormek’s Cedar Subduer: This cedar club, carved with great attention to detail, was made by an ec-
centric, hermitic Gnome for an evil overlord named Lehri and offered as a gift. Its simple design,
though painstakingly whittled and etched in Gnomish artistic patterns, belies its usefulness as a
weapon. The weapon is every bit as effective as a standard club, plus its enchantment with a +2 bonus.
Nevertheless, it sits buried in Lehri’s vast treasure vaults, never once used for its intended purpose.

Short Sword of the Fae: This short sword, made entirely from glass and enchanted to be as strong a
steel, was crafted by the eldest Fae craftsmen in memory of a great Elven king. It is enchanted with a
+3 bonus and the magical properties “Keen” (double critical chance) and “Speed” (one extra attack per
round at user’s highest bonus). As was its intended purpose, the blade was buried with the Elf king and
has never been used.

Dao’s Long Bow of Power: This unique long composite bow is forged of a special red tinted steel
able to survive continuous bending and flexing. The runes running up and down its length are no lan-
guage known to any mortal, though a lore master may be able to identify their origins as outer planar.
The +5 bow with the properties of “Ethereal” (functions as +5 for DR purposes), “Power” (+1
Strength of wielder), and “Favor of a God” (extra +1 magic bonus, making it an effective +6) requires
at least a 22 Strength to use. (Thus, a 21 Strength would do, given the Power property.) The bow lies in
a blackened crater, covered by tons of dirt and stone.
WEAPON EXAMPLES continued…

Gurag’s Eager Hacker: This falchion was crafted for a Half Orc bruiser named Gurag. He wanted a
weapon that would offset his slow mental processes and reaction time. The Sorcerer’s Guild he hired
created a curved blade of hardened steel with an abnormally long handle to fit Gurag’s bulky hands.
The sigils etched in the blade and painted a deep emerald color may be recognized as the verbal com-
ponent for the “Haste” spell. The blade’s enchantments include a +1 bonus and the “Speed” special
property, giving the wielder an additional attack at their highest bonus. Gurag’s Eager Hacker was sto-
len from the Half Orc when he was in a drunken stupor. It is now for sale from an underground “used
goods” dealer.

Greatsword of the Brotherhood Grey: This is one of a set of greatswords produced specifically as
prizes for a tournament sponsored by the Brotherhood Grey, a Warrior’s Guild in the King’s city. It
was stolen from the winner, Sir Bradesh, several months later by a gang working for the weapon’s craf-
ters to "recover their property". The +1 greatsword was hidden by the gang in their lair, an abandoned
mine. Sir Bradesh hunted down the gang with some assistance from his cohorts, but as dead men tell
no tales, never learned the whereabouts of his sword.

Estalen’s Soulwrest Blade: Upon acceptance into the order of the Soulwrest Arcanus group, the dark
Wizards at its head award the honored Acolyte with a dagger, crafted by the guild’s own Dwarven mas-
ter smith of carbon blue iron and enchanted with a +2 bonus. This dagger, given to a young woman by
the name of Estalen, was taken from her corpse by a horde of goblin wolfriders who had come upon
her in the broad plains West of Ironthwart.

Bladebain’s Broadaxe: This Dwarven Waraxe, made of cold iron with the entire haft wrapped in
tanned leather, was forged by Brin Bladebain, the forefather of the entire clan. The axe has no magical
bonus of any kind, but is worth a great deal to its clan. It was lost when Brin and a score of his peers
perished at the hands of a Frost Giant. The runes along the edge of its blade spell “Brin the Dwarf” in
an ancient dialect of Dwarven.

Korghul’s Piercer: This dagger is extraordinarily long and thin (easy to conceal) and was manufac-
tured by Orcs, as evident by its brutish markings, for one of their champion rogues. The razor like
blade is made from steel and its long handle from ebony wrapped in tanned leather. The tip of the
blade was broken off at some point, but the dagger’s +2 bonus remains intact.

Irony Flail: Created by a Dwarven smith, whose clan had been enslaved and carried off to the desert
where they were forced to labor for their Ogre captors, this Dire Flail was created for the Ogre leader
and his bodyguard. The flail is made of iron, the handle of wood, and the entirety is highly polished.
This +1 weapon of Ogre Slaying (+3 versus Ogres) was dropped by its wielder in combat and lies lost
in a hopeless sea of sand.

Grim Justice: This +2 mace is made of bronze that has been carefully enameled in black. Its head is
the shape of a human skull. It resides still with the Chief Inquisitor of the Kingdom of Narunath, deep
in the heart of the Northern Reaches, where it is used largely to force confessions from the innocent.
Armor. Great! No one likes to die. Start by determining the type of armor on the table below and
advance through the process piece by piece until your artifact takes shape.

R1: ARMOR TYPE (w/ Examples)


01-03 AC +1 (Padded, Heavy cloaks, Buckler, Small Shield)
04-06 AC +2 (Leather, Bamboo, Large Shield)
07-08 AC +3 (Studded leather, Hide, Ring mail)
09-11 AC +4 (Chain shirt, Scale mail, Bone armor, Plated leather)
12-14 AC +5 (Chain mail, Breastplate)
15-16 AC +6 (Splint mail, Banded mail, Bronze plate)
17 AC +7 (Half plate, Dragon leather)
18 AC +8 (Full plate, Adamantine Chain)
19 AC +9 (Dragon scale, Mithril Plate)
20 AC +10 (Dragon plate, Adamantine Scale)
The armor should be taking shape in your mind. Who wore it and why? What kind of insignias are
emblazoned on it? Hold off on your final visual until the next step, though, where you determine
the artifact’s magical properties. That magic could change your idea of how the armor should look.
(Special Note: Mithril armor must be at least ‘Moderate’, Adamantine “Major”.)

R2: ARMOR MAGICAL PROPERTIES


Trivial Minor Moderate Major Monument
01-05 None +1 +2 +3 +4
06-09 1s +1,1s +2,1s +3,1s +4,1s
10-13 1s +1,1s +2,2s +3,1s +4,2s
14-16 +1,1s +1,2s +3 +3,2s +5
17-18 +1,1s +2 +3,1s +4 +5,1s
19 +1,2s +2,1s +3,1s +4,1s +5,1s
20 +2 +2,2s +3,2s +4,2s +5,2s
If your Magical Properties result was “none” or a simple +1 to +5, skip the following table. Your
armor is either not magical or has a simple magical bonus.

If your result showed a “1s” or “2s”, then your armor has that number of special properties and/
or abilities in addition to its magical bonus, if any. Roll on the next table to determine those abili-
ties: (Roll once for each)

R3: SPECIAL PROPERTIES / ABILITIES


01-02 Blending, looks like normal clothing when worn
03-04 Disguise, +10 to Disguise skill checks
05-06 Silence, +10 to Move Silently checks
07-08 Thorns, successful attacker takes damage equal to armor’s magic bonus
09-10 Courage, wearer immune to natural fear auras (+5 against magic fear)
11-12 Deflection, double magical bonus versus missiles (min 2)
13-14 Resistance, wearer gets bonus to saves equal to armor’s magic bonus
15-16 Displacement, extra +2 displacement bonus to AC
17 Force, armor incorporeal, wearer suffers no Armor Check penalties
18 Danger Sense, wearer cannot be flanked or surprised
19 Regeneration, wearer regains HP every hour equal to magical bonus
20 Invisibility, wearer is invisible (Can be broken as per spell, renews every
round.)

Great! All that’s left is for you to fill in the details. What’s it made out of? Where did it come
from? Where is it now? Background like that will give your artifact a life of its own. Be sure to
name it, too. A name is quite often descriptive and should always be interesting. If you need help
with filling in the details, we have provided twenty examples of armor artifacts created using this
system. You can find them below:

ARMOR EXAMPLES

Fellem’s Willow Ward: This unique armor (wears like leather) was made to exacting specifications
for a Gnomish king. The Elves who made it wove the armor from young willow saplings, dyed the
branches in a blue and green checkered pattern, and enchanted it with a +2 bonus.(total ac bonus
of +4) He still wears it occasionally when he wants to impress important visitors.
ARMOR EXAMPLES continued…

Dwarven Bone Leather: This suit of bone armor (AC +4, wears like scale mail) was crafted by a
Dwarven tanner in the King's City for a Half Orc adventurer. It consists of a pliable leather jerkin and
pants with the nearly complete skeleton of an Orc sewn securely onto its surface. The front of the
Orc's skull, minus the jaw, is displayed where the sternum would have been, in the center of the
wearer's chest. The Half Orc owner later took the armor to a Wizard who, finding it suitable for en-
chantment, bestowed it with a base +1 bonus. The armor has changed hands and is now in use by a
large human warrior who staunchly believes the bones to be human.

Dragon Leather of Courage: This suit of armor made from Gold Dragon hide (AC+7, wears like
scale mail) came from the Berespire Mountain region where it was crafted by elder Goblin armorers.
The suit consists of a thin layer of the Dragon's tough hide, tanned and shaped into a suit of hard
leather for a creature the size of an Ogre. The golden scales, turned darker and brownish from the tan-
ning process, cover the entire suit. After its crafting, the suit was given a +1 enchantment and the
Courage magical property, making its user immune to normal fear (+5 versus magic fear). The suit was
lost when its wearer was killed at the hands of adventurers. They gave the armor a proper burial in
memory of the Dragon who once wore it. It remains buried in the mountains.

Kevlar’s Sturdy Robe: This robe is made from a tough, blue fabric unknown to any tailor alive. There
are four arm holes, but a humanoid can wear it comfortably and the additional holes are not readily
perceptible in the robe's folds. The fabric its self is naturally waterproof and will not tear under any but
the most extreme circumstances. Due to that and the +3 magical bonus, the robe bestows a total AC
benefit of +4 and has no encumbrance penalties. The strange armor rests in a Lord's treasure room,
stuffed into a chest as lining.

Theozi'on's Canary Suit: This suit of padded armor is made from long strips of pliable leather dyed a
pale yellow and sewn together with down feathers sandwiched in between. The armor was created by a
high profile Knight's personal tanner and enchanted with the Danger Sense property for the trouba-
dour Theozi'on, making him immune to surprise and flanking. Upon his death of natural (or so they
say) causes, the bard was buried in the armor the Knight referred to as Theozi'on's "Canary Suit".

Hulk Armor: This odd looking suit of plate mail armor is made from the chitinous shell of an Umber
Hulk (AC +9, wears like Half Plate). Its Human crafter bound the creature's plates together with
mitrhil chain mesh and covered the grayish brown surface in bright red Draconian runes. The armor's
magical enchantments include a +3 bonus and the Deflection property (+6 versus missiles). The iden-
tity of the original owner or crafter is unknown. The suit is now in the private collection of a wealthy
Dwarven armorer.

Moradin’s Chain of Force: This suit of chainmail was crafted by a Dwarven master armorer for the
god Moradin. The suit's initial appearance matters little, as the Dwarf had the armor enchanted with a
+5 bonus and the powerful Force property, eliminating its encumbrance and Armor Check penalties.
Its appearance is now shadowy and vague, almost invisible unless under direct light. He gave the armor
to a local temple who, in turn, gifted it to a Dwarven Defender who still wears it.
ARMOR EXAMPLES continued…

Masked Bronze Chain of Spikes: Bored from decades of studying and treasure collection, a youthful
Black Dragon from the Jundar jungle region magically disguised himself as Human and went looking
for a hobby. He came upon a tribe of natives and convinced their metalworker to teach him how to
work bronze. The product was this armor, a bronze suit of chainmail (AC+4, wears like chainmail) on
which the Dragon later bestowed a +2 bonus and the magical properties of Thorns (2 damage to any
attacker scoring a hit) and Blending (looks like clothing). After deciding that the lives of Humans were
hopelessly cramped and hurried, he returned to his cave and placed the armor in his collection where it
remains today.

Plate of Tyrants: This suit of full plate was crafted and painted black by a Human armorsmith who
later accented it with silver highlights along the edges of each plate and enchanted it with a +1 bonus.
The armor was commissioned by the tyrant warlord of a small realm in the Northern Reaches and
given to the warlord’s son on his twenty-first birthday. The realm was soon after engulfed in a strange
illness that killed each and every inhabitant in the space of a week. The armor lies in the tyrant's crum-
bling keep, on the floor of what was once the prince's bedroom, with the young man's shriveling
corpse inside.

Serpent’s Chain: This ancient suit of chainmail, crafted from legendary "Adamantium" (AC +8, wears
like chainmail), bears the long forgotten Order of the Serpent's crest, a viper's head above crossed cut-
lasses, on the torso. The armor, upon crafting, was painted crimson and enchanted with a +2 bonus
and the Displacement property, an additional +2 AC bonus. The gold crest and white wolf's fur lining
were added later when the suit fell into the hands of the order. When the order vanished, this suit of
chain vanished with them.

Lich’s Elf Hide Leather: This grotesque suit of leather armor is made from the skins of three Elven
Warriors who perished at the hands of a mighty Lich. He masterfully tanned the hides, stitched them
together, and enchanted them with a +1 bonus and a form of Regeneration that heals the wearer 1
point for every 5 points of damage they inflict upon others. The armor's three different colors, all flesh
tones, come from the three unfortunate Elves who took an unwilling part in its crafting. The Lich dis-
plays the armor in his throne room as a symbol of his power.

Gork’s Demise: A group of adventurers hired an Elven craftsman to make this chain shirt for their
Barbarian friend Gork. He was always crashing about in dungeons, and if that wasn't bad enough, he
always managed to anger people in town too. They had this +1 armor enchanted with both Silence
(+10 to Move Silently) and Invisibility (wearer is invisible) as a solution. Unfortunately, Gork and his
armor were sliced nearly in two when, during an intense combat, the group's Paladin didn't realize
Gork was between him and the raging Kobold forces.
ARMOR EXAMPLES continued…

Olie’s Studded Sealhide: This studded leather armor was tanned from seal hide by a group of
Halfling Rogue/Barbarians and enchanted with the help of their Shaman. The chaotic group dedicated
the armor to the god Olidammara, the Laughing Rogue. The resulting armor is gray in color with shiny
brass studs and carries a +2 enchantment. The armor has been passed down from chief to chief and is
now in the hands of the group’s current leader.

Golden Plate of Heironeous: The great Gold Dragon Chimerdius crafted this suit of full plate armor
personally for the Paladin Gregor of Stonemarch. The armor was crafted from solid gold and enameled
white except where the Paladin’s holy symbol, a hand grasping a lightning bolt, is embossed upon the
breast plate. The Dragon enchanted the armor to counter gold’s inherent softness and added the fol-
lowing effects: Resistance (saves +4) and Regeneration (4 HP per hour). After the Paladin’s death in
battle, the Dragon retrieved the armor and keeps it near him, awaiting a hero worthy to wear it.

Gnomish Ironbark Chainmail: This chainmail was crafted from carefully carved circlets of ironbark
by a Gnomish carpenter as a gift to an Elf Ranger friend of his. The objective, to craft a strong armor
that would be much more quiet than normal armor, was a smashing success. But the Gnome could not
stop there. He went on to have the armor enchanted with Deflection (+4 against missiles) and Silence
(+10 to Move Silently) and a base +2 magical bonus. But the extra work took time and, when the ar-
mor was ready, his Elf friend already had superior protection. So the Gnome traded the armor off for
some cows and the lucky merchant on the other end now looks to sell it for a hefty profit.

Belegar’s Half-Made Breastplate: Belegar, once the Captain of the King’s First Army, ordered a
breastplate to be made by the Royal Smith, a famed Dwarf in his last years. The Dwarf began forging
the impressive piece from tempered steel but he was never able to finish. Belegar and the armorer died
on the same day, one in combat and the other of age. No one in the Kingdom knew of their agree-
ment, so the half finished armor was set aside in the forge where it remains today, waiting for someone
to claim it or a smith with enough prowess to finish it.

Bronze Plate of Blending: The dark King of Narunath, a small kingdom in the Northern Reaches,
commanded a Dwarven slave to create for him a suit of the finest full plate mail. The Dwarf did as he
was told, but he used bronze instead of iron to spite the tyrant. (AC +6, wears like full plate mail)
Upon its completion, when the king noticed the inferior material, he had its crafter killed and sent the
armor to his Wizards where they had trouble enchanting it, but finally produced a Blending effect,
making it look like clothing when worn. Angered, he sent a scout out for the sole purpose of throwing
the armor into a deep ice fissure where it remains.

Korl’s Chain of Disguise: This chain shirt +1 was only worn by Korl the Wizard when he didn't want
people to know who he was. He crafted it with the Disguise (+10 to Disguise) property, but found the
more effective part of the item was people's reluctance to believe a wizard would wear a chain shirt. He
keeps this armor hidden in a small hut near his tower and connected by tunnels.
ARMOR EXAMPLES continued…

Lady’s Leather: This +3 armor is comprised of black leather with silver studs. It is a corset and split
skirt designed by and made for the mistress of one General Rogenald during his infamous Skull De-
sert campaign. This outfit was later sold to the noted courtesan Allyn duLera and passed from her to
her granddaughter. The granddaughter chooses to wear it in her adventures as it not only serves as
protection, but also tends to distract her opponents quite nicely.

Mari’s Strapless Sled: Made for a Halfling Cleric who healed the critically ill smiths' wife, this buck-
ler was never used in combat. The buckler itself carries a +4 enchantment and possesses both Cour-
age (wearer immune to normal fear, +5 against magic fear) and Danger Sense (wearer cannot be
flanked or surprised) special abilities, but the straps were not enchanted at all. Normally this wouldn't
be a problem, but the Cleric’s young children decided to use the buckler as a sledding device. When
the straps broke they were afraid they would be punished (as they didn't have permission to use the
shield) and hid it in a nearby copse of trees.
Clothing is overlooked too often as a magical item. More people wear it than armor. More people
own it than jewelry. Why not enchant it? Well, here’s your chance...

C1: CLOTHING TYPE


01-05 Cloak / Coat / Cape
06-08 Belt / Girdle
09-10 Boots / Shoes / Sandals
11-12 Hat / Cap / Hood / Mask
13-14 Gloves / Gauntlets / Mittens
15-16 Dress / Gown / Robes
17-19 Vest / Doublet
20 Scarf / Shawl / Handkerchief
Before we go any further, let me say this. Clothing is one of the most likely areas in which you can
get truly wacky results. If a result just doesn’t work, change it.

Now we want to determine the magical properties of this piece of clothing. Roll on the following
table and see the instructions of what to do with your result afterward:

C2: CLOTHING MAGICAL PROPERTIES


Trivial Minor Moderate Major Monument
01-12 1s (1) 1s (2) 1s (3) 1s (4) 1s (5)
13-19 1s (2) 1s (3) 1s (4) 2s (3) 2s (5)
20 2s (1) 2s (2) 2s (3) 2s (4) 3s (5)
The number before the “s” is how many special abilities your item has. The number in parenthe-
ses is the “Base Power” (BP) of those abilities. Some special abilities in this category depend on
that number to determine the level of benefit to the wearer. For example, if the ability says “Adds
BP armor bonus to wearer’s armor class” and the number in parentheses is (5), then that item adds
a +5 armor bonus to the wearer’s AC.

When you’re ready, move on to the next page...


C3: MAGICAL PROPERTIES
01-02 Warmth, can absorb BPx5 in cold damage per round
03-04 Disguise, +BPx2 to disguise checks
05-06 Hiding, +BPx2 to hiding checks
07-08 Silence, +BPx2 to move silently checks
09-10 Perception, +BP to spot and listen checks
11 Luck, wearer gets +1 to roll (declared beforehand) BP times per day
12 Floating, garment will not sink into any liquid
13 Holding, wearer can store BPx10 pounds of equipment in pocket
14 Health, wearer receives +BPx2 to save against poisons and disease
15 Talent, +BP/2 (round up) to all skills with non-zero rank
16 Prowess, +BP/2 (round up) to relevant stat based on type of garment
(gloves = Dex or Str, hat = Int or Cha, etc...)
17 Resistance, +BP to saving throws
18 Danger Sense, wearer cannot be flanked or surprised
19 Regeneration, wearer regenerates BP points per hour
20 Invisibility, wearer is invisible (Can be broken as per spell, renews every
round.)
Remember artifacts are masterwork items. As a rule, enchanted clothing will be made from the
finest of materials by an expert tailor. It would be an extreme rarity for an old, beat up pair of
boots to be enchanted.

Having said that, the rest of the item is up to you. Fill in the details with what you know and voila!
Enjoy your new artifact. If you need help, we have provided 20 examples:

CLOTHING EXAMPLES

Venedian Vest of Awareness: This purple silk vest was made by a Human tailor for the neutral
aligned Venedian Sect. Its complex black stitching and generous amounts of wool sandwiched be-
tween silk layers give it a distinct look of value. The vest bestows Perception, +1 to Spot and Lis-
ten, upon its wearer. It has been passed down from monk to monk and is now worn by the great
great grandchild of its original owner, Venedian monk of the Third Eschelon.
CLOTHING EXAMPLES continued…

Venedian Cloak of the Elder: This purple silk cloak was crafted by a Human tailor for the eldest of
the neutral aligned Venedian Sect monks. It is a long cloak with yellow and red runners along the
edges. It carries the Warmth enchantment, able to absorb 15 points of cold damage per round. Before
he died, the monk hid the cloak in a secret cubby in his quarters. It was never found.

Kaori’s Cloak of Quiet: This woolen cloak, dyed orange and embroidered on the back with a royal
blue horse's head, was created by a Human tailor on the commission of a well off Halfling weedfarmer.
The Halfling later had the cloak enchanted with the Silence property (+4 to Move Silently). Kaori Pipe-
leaf, the Halfling, still wears the cloak and uses it to creep quietly out of bed at night and smoke his
pipe without his wife knowing about it.

Black Widow Mask: This black mask is woven from spider's silk and is painted on the forehead with
a red figure in the shape of an hourglass. The Drow Elf who created it also enchanted it with the Dis-
guise property (+4 to Disguise). The mask was looted from his corpse and carried off by goblins who
gave it to their shaman. The shaman wears it to this day.

Than Shoes: These white silk shoes were made by an Elf in mourning and enchanted with the Float-
ing property, making them unable to sink into any liquid. His wife had drowned herself a month before
in the River Than. When the shoes were finished, he threw them out onto the river, leaving them to
sail away to the ocean where they remain.

Boots of Stealth: The seamless construction of these light leather shoes would seem impossible to a
tailor, yet they exist. The shoes, a light brownish color with darker leather laces, seem to have been cre-
ated in their current shape rather than crafted. They hold the enchantments of Silence and Hiding,
both +6 to their respective Skills. They were found in a merchant's home by a sneak thief who placed
them in a sack and buried them outside of town and was caught and executed the next day.

Vorder’s Doublet of Pockets: This Human sized, fur lined leather doublet is stitched together with
extra fine thread, implying that it was crafted by Halflings. The front of the doublet has two broad,
square pockets where the Holding enchantment allows the wearer to carry 30 pounds of belongings
without looking bloated or being weighed down. The man who ordered its making died long ago and
his heirs stuffed all of his clothing, the doublet included, into a large crate and stored it in a wine cellar.

Gray Cloak of Shadows: This heavy, charcoal gray wool cape is the perfect size for a Dwarf and is en-
chanted with the Hiding property (+2 to Hide). Dwarven runes are embroidered in the lining with
black thread, revealing the item's name to anyone who reads them. The cloak was buried with the
Rogue who wore it. He was executed for his crimes.

Bark Belt: This wide belt was crafted by a Brownie for his own use. It is made out of a fibre of sorts,
the product of processed wood bark. He enchanted the belt with Perception (+3 to Spot and Listen)
and wore it until he died of old age. When his corpse disappeared, the belt fell into the branches of the
tree in which he died. It still hangs there, unnoticed due to its striking resemblance to the tree its self.
CLOTHING EXAMPLES continued…

Spirit’s Silken Gown: Long ago, a tailor and his wife were burned in their hut by a Thieves’ Guild
thug when they refused to pay up on his extortion demands. Their violent, unjust deaths caused their
restless spirits to haunt the new hut that was later built there and occupied by another tailor. One night,
the mourning tailor's spirit pieced together a shiny, blue silk dress and left it on the living tailor's work-
bench. The new tailor's wife now wears it, completely unaware of its enchantment of Luck (+1 to a die
roll, announced beforehand, twice per day).

Murred’s Marred Mittens: These child sized mittens were actually created for a Gnomish Illusionist.
His hands would often become so cold that he couldn't cast spells, so his friends purchased these mit-
tens for his birthday. They worked wonderfully until the day he forgot to take them off while trying to
use a powered up Shocking Grasp spell. The mittens are now badly burnt and must be repaired to re-
store their Warmth enchantment (10 points of Cold damage absorbed per round.)

Shawl of Seduction: This delicate shawl was made by a Satyr as a present for a young Sorceress that
lived nearby. It carries a +1 Charisma bonus, but the young woman, not entirely trusting the intentions
of the Satyr, has never put it on. Instead, she is trying to unload it on any passerby with a few coins.

Magi’s Cape of Perceptiveness: This brilliant green and yellow cape was created for an Ogre Magi. It
carries a +2 bonus to all Listen and Spot checks. As it is Ogre sized, the party of adventurers that even-
tually slew the beast felt no need to keep and carry it with them, so they buried it with the beast in an
unmarked grave.

Craghand’s Vest of Learning: The Royal Tutor of the Dwarven Clan Craghand had lost all hope of
his pupil ever developing any real skill, when in a dream one night the answer came to him. CHEAT!
He commissioned this plain looking vest the very next day and, when it was done, presented it to his
student. The vest gives a +2 bonus to all Skills that the wearer has any training in. This allowed the
young Dwarven pupil to achieve much more success than had formerly been thought possible. Upon
the pupil’s untimely death in a freak running-and-tripping accident, the cloak was passed down to his
younger brother who traded it to a traveling merchant for a large bag of foreign rock candies.

Bride’s Gown of Beauty: To ensure that the royal bride is always the best looking woman at the wed-
ding, this wedding gown was crafted with a +2 bonus to Charisma. For 12 generations it was worn by
every female of the royal family at her wedding. Two weeks ago, however, the young princess Wendlin,
on the very morning of her wedding, disappeared. The princess, who had just put on her wedding
gown in preparation for a last minute fitting, is believed to have been abducted. There has been no re-
port of her or her gown, nor has there been a ransom note as of this date.

Kord Coat of Health: This heavy coat made of leather with a generous wool lining works quite nicely
as cold weather gear without any enchantment at all. It does have an enchantment, however… The
coat was imbued with the Health property, giving its wearer a +4 to ST’s versus Disease and Poisons.
It was crafted by a Priest of Kord to help him cross the icecaps, something he had always wanted to
do. But he died in the attempt. The coat lies with his corpse, well preserved and half buried in snow.
CLOTHING EXAMPLES continued…

Moradin’s Durafat Girdle: As a joke, a Halfling tailor created this “weight control” girdle from
leather and bound it with iron strips, painting a bright red oval on the front with the word
“DURAFAT” in large, white, common letters. He presented the girdle to a High Priest of Moradin
to be relayed to the god himself announcing loudly that he believed every gift should be given out
of necessity. As a return joke, a bright red bolt of lightning streaked down from the roof of the
temple, cutting the belt and the Halfling into two pieces. The split girdle now contained a new mes-
sage. The left piece read “HALF” and the right read “LING”. The broken item is stored in the
temple to remind the Priests of Moradin’s wrath.

Rogue’s Hood of Invisibility: This leather hood, a simple design on the outside, sits atop the
wearer’s skull and fastens around their chin to prevent it from falling off. The inside of the hood is
another matter. It is inlaid with black silk, lined with gray mink fur, and embroidered with the ver-
bal components of the Invisibility spell in black thread. When worn normally, the hood does noth-
ing special. When turned inside out, it makes the wearer Invisible as per the spell. This hood was
crafted by a Rogue/Sorcerer and was confiscated by his guild when he died. The thick guildmaster
couldn’t figure out how to work it, so he stuffed it in a desk drawer where it remains.

Cirotaen’s Tunic of Dragon Warding: The Elven Bard Cirotaen was deathly afraid of Dragons.
He had never seen one, but he heard all about their terrible, poisonous breath and feared that
someday, in his travels, he would encounter one. So he paid a clothier vast sums of money to make
a white silk tunic that he could sleep in and wear under his clothing, a tunic that would protect him
from Dragons. So the clothier took the finished tunic to the Wizard’s Guild where it was en-
chanted with Resistance, bestowing on its wearer a +4 to all Saving Throws. The Elf took delivery
of the tunic and wore it for years until he no longer feared Dragons. He sold the tunic and was
killed the next week, on his way to the King’s city, by a raging Dragon. The merchant who later
purchased the tunic is having troubles finding a buyer for such an item, marketing it as per its
name, and will let it go for half its worth.

Crystal Belt of the Avatar: This belt was made from a single piece of quartz crystal by Moradin’s
half-mortal son, Hammadin Ironsmelter. After constructing it, he enchanted the belt with dual Dis-
guise properties (total +20 to Disguise) and gave it as a gift to Moradin’s Avatar to help him blend
with the mortal Dwarves. The avatar now walks among the Dwarves freely. Still using the belt, he
travels completely unrecognized.
Jewelry is one of the best types of Artifacts out there. Given its inherent value and fine craft, Jew-
elry is both easier to enchant and more powerful when enchanted than any other type of artifact.
Let’s begin by determining what type of jewelry the artifact will be:

J1: JEWELRY TYPE


01-05 Ring / Bracer / Bracelet / Ringlet
06-08 Amulet / Necklace / Choker
09-10 Broach / Pin
11-12 Diadem / Crown / Tiara / Circlet
13-14 Earring / Body ring / Stud
15-16 Buckle / Cloak pin
17-19 Button / Ribbon / Bow
20 Gem / Jewel / Figurine
Just about any magical effect in existence can be found in a piece of jewelry. Continue the process
by using the following table to determine the number and power of enchantments your artifact will
have:

J2: JEWELRY MAGICAL PROPERTIES


Trivial Minor Moderate Major Monument
01-12 1s (1) 2s(2) 2s(3) 2s(4) 1s(5)
13-19 2s (1) 1s(3) 1s(4) 3s(4) 2s(5)
20 2s (2) 2s(3) 2s(4) 1s(5) 3s(5)

The number before the “s” is how many special abilities your item has. The number in parenthe-
ses is the “Base Power” (BP) of those abilities. Some special abilities in this category depend on
that number to determine the level of benefit to the wearer. For example, if the ability says “Adds
BP armor bonus to wearer’s armor class” and the number in parentheses is (5), then that items
adds a +5 armor bonus to the wearer’s AC.

When you’re ready, move on to the next table, “J3: Magical Properties”:
J3: MAGICAL PROPERTIES
01-02 Spell Storing, can store BPx3 levels of spells
03-04 Translation, wearer can understand any modern language
05-06 Luck, wearer gets +1 to roll (declared beforehand) BP times per day
07-08 Telepathy, wearer can communicate up to 100 feet without speaking
09-10 Armor, BP armor bonus to AC
11 Beauty, +BP to wearer’s charisma
12 Grace, wearer receives +BP to all Dexterity based Skills (Not AC)
13 Will, wearer receives +BPx2 to Willpower Saving Throws
14 Force, grants wearer BPx2/+(BP/2, round up) damage reduction
15 Contingency, stores BPx2 levels of spells set to release on a specific
event (DM approval required)
16 Prowess, +BP/2 (round up) to relevant stat based on type of item
(ring = Dex or Str, crown = Int or Cha, etc...)
17 Linguistics, wearer can understand and speak any modern language
18 Regeneration, wearer regenerates BP points per hour
19 Protection, wearer gains BP bonus to saves and AC (deflection)
20 Invisibility, wearer is invisible (Can be broken as per spell, renews every
round.)
As you see, Jewelry can do some amazing things. But beware. We suggest you pick from the pre-
ceding table by random, rather than choosing a result. Certain abilities are rare for a reason. Their
overuse could mean trouble for your campaign.

It is now up to you to fill in the item’s history and give it a name using the ideas the preceding
have provided. Remember, this is where the magic lies. Enjoy your new artifact! Examples follow:

JEWELRY EXAMPLES

Elbert’s Ring of Fortune: A kindhearted sorcerer forged this ring for his bumbling young prin-
cess. He thought that with a little Luck (+1 to a roll, announced beforehand, twice per day) the
princess would be less likely to break crockery and trod on peoples toes. The young girl hid it in
the castle garden to keep it safe, and as luck would have it, has not been able to find it since.
JEWELRY EXAMPLES continued…

Allegard’s Buckle: This belt buckle was crafted for the Protocol Officer of the 9th royal army of
Narunath. It served him well in his negotiations with both foes and allies in the Northern Reaches,
given its +2 to Charisma enchantment. When he mustered out after many faithful years, he placed
this and much of his other gear in the hands of a reputable merchant to be sold on commission.

Rogurd’s First Place Prize: This satin ribbon states in somewhat legible common "most bestest
winner guy". It was enchanted with +4 to Dex based skills and +4 to Saves and AC (deflection) by
a powerful wizard named Malmortis. It was looted from his tower while he was away on business,
and since it was a brilliant cobalt blue color the Goblins that "found" it decided it was perfect as a
prize for their annual springtime games. It was awarded to a young Goblin as the prize for best
overall performance. He lost it soon afterward while using his renowned running speed to escape
an angry Wizard, the same Wizard whose power gave the ribbon its magic.

Silver Amulet of Warding: A Halfling Sorcerer, part of an active adventuring party from Ironth-
wart, crafted this amulet of sterling silver and inset a pear cut Topaz the size of his thumb into the
crescent shaped charm. He then imbued the amulet with the Armor enchantment, giving it a +3
armor bonus to Armor Class. His party died in the belly of a mountain by the hands of a shadowy
terror called the Soulbiter. The amulet still lies with its crafter's bones.

Rings of the Guardians: Long ago, a Wizard was paid a vast sum of money to make a six piece
set of matching rings for a group of Rangers called the Guardians of the Plains. Each ring con-
sisted of a thin gold strand wrapped around a circlet of greenish crystal. The six rings were en-
chanted with Telepathy (100 feet) and given to the six Captains so that they could communicate to
their men without speaking. Four of the rings are still being used for that purpose, but one of them
was lost by its owner in the forests North of Hemmet and another was stolen from its owner's
corpse and wound up back where it was crafted, in Kur'rae City, being offered for sale by an alche-
mist there.

Grand Chancellor’s Circlet of Wisdom: This circlet, carved from ivory and inlaid with gold
around the outside edge, was made by the Mornash Wizard's Guild in honor of the first magic user
to be elected Grand Chancellor of Mornash. To help him in his rule, they enchanted the item with
the Prowess property, giving the wearer a +2 to Wisdom. However, he was assassinated before he
could take office and the circlet was sold. It has made its rounds and is, again, available for sale.

The Cherrywood Dove: A Gnomish Priest once whittled this cherrywood figurine, in the form of
a dove in flight, for the Archbishop on his birthday. The Priest kept changing his mind about what
he should carve and, thereby, it got smaller and smaller until the finished product was little more
than an inch high. He barely finished it in time, enchanting it with a +3 to AC (deflection) and Sav-
ing Throws, but the night before the birthday it fell off the table beside his bed and he stepped on
it the following morning, breaking it into three pieces. He buried the pieces in his yard and, years
later, died without ever having told anyone about it.
JEWELRY EXAMPLES continued…

Awaele’s Revenge: The Princess Enesthili, Daughter of the great Elf King Aresthal and his Hu-
man Priestess-Queen, was arguably the most beautiful girl ever to have lived. By the age of twelve,
she was showered with gifts from the most powerful and handsome men alive, but one love would
outshine them all. The immortal Awaele, a demigod worshipped by certain sects of Sorcerers, also
loved Enesthili and wanted nothing but to be with her. So he forged for her an earring, a dainty,
oblong diamond of perfect quality and enchanted it with Linguistics, allowing her to understand
and speak any modern language, and Telepathy, up to 100 feet. With it, they were able to commu-
nicate back and forth and, in time, she fell in love with him. She eventually agreed to marry him, so
he approached his father, the mystical god Luthed, to request that he be made mortal. Luthed
agreed, but the request angered him. He turned Awaele mortal and, in the same moment, appeared
to Enesthili in her lover's form. She rushed to embrace him, and the disguised Luthed ran her
through while the true Awaele, now a man, looked on from a distance. Awaele, still mortal and still
alive, keeps the earring in his possession at all times to remind him of his duty to someday avenge
the death of his one true love.

Durek’s Magic Shield: This pin, a small likeness of a Dwarven roundshield painted in quarters
alternating red and blue, is enchanted with the Armor property, adding a +2 armor bonus to its
wearer's AC. The King of Narunath in the far Northern Reaches picked this pin from a pile of
Dwarven corpses his men had slaughtered and gave it to his chief advisor who still carries it.

Soulwrest Jewel: The Soulwrest Arcanus guild once hired a Drow gemcutter to craft a magical
ruby for their Master. Before he was done, the Drow had created a plum sized gem of the purest
quality and enchanted it with Spell Storing (12 levels) and Prowess (+2 to Intelligence). He was so
proud of his work that he decided to keep it and run away with the hundred thousand gold he had
collected in advance. An invisible stalker tracked him down in his flight and slew him. The gem was
retrieved and is still in the treasure room of the guild.

Enesthili’s Fae Gift: This choker, made from thousands of blades of grass and bound together
with magic, was crafted by the Fae peoples for the fair Princess Enesthili. The choker will only fas-
ten to a wearer with Elven or Fae blood and, when fastened, cannot be removed except by the
command of the wearer. The item bestows on its wearer a +1 to Charisma, +2 when dealing with
Elves, and +4 when dealing with Fae. The Sorcerer Awaele retrieved this item from Enesthili's
corpse and, being unable to wear it, keeps it on his person at all times.

Sir Trodmor’s Honorbadge: This cloak pin, a circle of gold with a gemmed pin in the shape of a
longsword, was crafted by a Human Wizard for a Knight at the bequest of the King. It bestows on
its wearer 8/+2 Damage Reduction through the Force property. As he wore it at all times, the pin
was buried with the Knight after his death.
JEWELRY EXAMPLES continued…

Ehlonna’s Strand: This monstrously long (20' total length) necklace of runed granite cubes bound
together by a strand of oak root was crafted by a Human Druid-Priest in the church of Ehlonna to
adorn the statue, a prancing unicorn, in a small, secret temple. Its two enchantments were both
Spell Storing, giving the amulet the ability to store 30 levels of spells. To this day, the amulet hangs
around the neck of the unicorn statue, though the temple was abandoned and the underground
doorway sealed off with tons of earth.

Jade Button of Luck: This jade button was crafted by a skillful Hengeyokai (Oriental race) artisan
with four holes to be affixed to a garment and the figure of a crane embossed on one side. It was
never sewn onto a garment. Instead, the Halfling who initially purchased it carried it in his pocket
and put its Luck enchantment (+1 to a roll 1 time per day, announced before rolling) to good use.
It fell out of his pocket when he was fleeing from an Ogre Magi and he never found it again.

Grass Charm of the Fae: This charm is made from a single blade of grass. Its surface was painted
in a complex series of Sprite letters, a riddle to anyone who could read and decipher such small, la-
borious print. The charm was made to hang from a necklace, bracelet, or earring and was en-
chanted with powerful magic, Armor (+4 armor bonus to AC) and Force (8/+2 Damage Reduc-
tion). Its original owner, a hermit Druid, dropped it on the ground upon his death. His hut and
corpse have been thoroughly looted, but no one has noticed the single blade of grass lying on the
heavily vegetated forest floor.

Fool’s Giant Stud: This spherical, gold tongue stud was crafted by elder Orc shaman for their
leader, an obnoxious Hill Giant. The primary reason for crafting the item was to shut the old boy
up, but they also enchanted it with Armor (+3 armor bonus to AC) and Grace (+3 to all Dexterity
based skills), the former as an incentive to wear it and the latter to keep him from crushing any
more toes than he already had. The Giant was killed by Royal Knights in a misinformed raid of the
Prince's caravan. The Orcs later retrieved the item but have no use for it, so it sits as a center piece
on the shaman's drinking table (Orcs don't sit down to eat.)

Icehart’s Scale Ring of Surprises: This is a rather unique item. It is a "scale ring" crafted by a
White Dragon to fasten to the edge of one of the scales on his chest. It could probably also be used
as an ear ring by a giant with a sturdy earlobe. The ring is made from mithril and bent into a dia-
mond shape with a brilliant purplish Tourmaline in the center. The Dragon enchanted the item
with Contingency (4 levels of spells) and charged it with a Fire Shield spell (7th level caster) to trig-
ger when he is attacked. He has had to recharge it several times over the centuries, but he still
wears it.

Byfar’s Regenerative Bangle: This fine, gold ringlet (or bangle) bears Dwarven runes around the
entirety of its surface. It was crafted by a Dwarf jeweler at the request of an Elven Wizard named
Byfar who later enchanted it with the Regeneration property (4 HP per hour). He sold it soon after,
deciding that the runes annoyed him. It is now offered for sale by a street merchant in the King's
city.
JEWELRY EXAMPLES continued…

Hextor’s Battlestar Ring: This solid iron ring is adorned simply with a series of ridges, making it look
like a hollow, twenty pointed star. It was forged by Monks in a temple of Hextor for an evil tyraness
named Lady Marpic. Its enchantments include +3 to Charisma (+5 toward servants of Hextor, -3 to-
ward servants of Heironeous) and +3/10 Damage Reduction via the Force property. The ring is still
worn by Lady Marpic.

Orin’s Ebony Lion: An Apprentice Wizard named Orin, according to the requirements of his gradua-
tion project, carved the rough figure of a lion from a piece of ebony and tried many times to enchant it
with a simple Prestidigitation effect. Each time he failed. He cried himself to sleep on the night before
graduation, as he was unable to complete the project and would be sent back to the beginning of his
Apprenticeship. During the night, the spirit of the school's first Headmaster took pity on the boy and
enchanted the carving with Translation, allowing its user to understand any modern language. The boy
did not take the carving with him, however, as he believed that it was not magical. He did not graduate
and, in packing his things, he threw the figurine into his fireplace where is still sits, blackened but un-
burned and hiding in a pile of ashes.
Here it is, everything else. This is where all the odds, ends, and knickknacks ended up when we
were done. Start by using the next table to narrow “everything” down to “something”:

O1: ITEM TYPE


01-05 Wizardry (staff, wand, rod, crystal ball)
06-08 Containers (box, chest, backpack, coffer, barrel, bowl, bag)
09-10 Adventuring Gear (rope, torch, spike, 10 foot pole)
11-12 Writing Objects (book, paper, quill, ink, scroll)
13-14 Natural Objects (feather, stone, twig, bone)
15-16 Tools (hammer, saw, shovel, pick, class tools)
17-19 Gaming Objects (playing card or deck, dice, playing piece)
20 Kitchenware (fork, candlestick, tablecloth, plate, chopsticks)
Given the broad nature of this category, use of your imagination is the key to creating an interest-
ing artifact. Use the next chart to determine how powerful the artifact is and the following series of
tables, depending on the category of the item, to determine its enchantment.

O2: ITEM MAGICAL PROPERTIES


Trivial Minor Moderate Major Monument
01-12 BP 1 BP 2 BP 3 BP 5 BP 8
13-19 BP 1 BP 2 BP 3 BP 6 BP 9
20 BP 2 BP 3 BP 4 BP 7 BP 10
The result on the table above (BP5, BP2, etc…) represents the “Base Power” of the artifact in the
making. Most artifacts of this type have only one magical property, but you may notice that the BP
results range from 1 to 10, giving you twice the flexibility of other categories.

The following tables are broken into categories that correlate to the results from table “O1: Item
Type”. Use the appropriate table for the item you are creating to determine its magical property. In
this process, it is important to remember that the strangest combinations sometimes make the
most imaginative artifacts...
O3a: WIZARDRY ITEM PROPERTIES
01-03 Knowledge, user receives +BP to all Knowledge skills and +BP/2 to
other Intelligence based skills
04-06 Spell Storing, can store BPx2 levels of spells
07-09 Charged Item, can cast one predetermined spell of a level no higher
than BP/2 up to 50 times before the artifact is drained of power
10-11 Resistance, user gains +BP/2 to all Saving Throws
12 Flying, user can fly at a speed of 30’ with average maneuverability
13 Spell Resistance, user gains BPx2 Spell Resistance
14 Eyes, user cannot be flanked or surprised
15 Passage, user can cast Teleport BP/2 times per day (round up)
16 Masking, user is invisible to scrying and has BPx3 SR toward Divina-
tion spells
17 True Seeing, user has a constant True Seeing while using item (Major or
Monumental item only, otherwise roll again)
18-20 Powerful Artifact, item has D4+1 magical properties from this chart
(Never more properties than the BP of the item, can not stack)

O3b: CONTAINER ITEM PROPERTIES


01-03 Nourishing, container can create food to feed BP*2 persons up to
BP/2 times per day
04-06 Wealth, container generates BPx2 GP per day
07-09 Masterlock, magical lock DC 30+BPx2 to pick, immune to Knock
10-12 Portability, container can shrink BP*5% smaller than its normal size
and weight
13-15 Holding, contents of container weigh BPx10% less
16-18 Impervious, container receives +BP to Saving Throws and hardness
19-20 Ethereal, container exists on the Ethereal plane and can be called to sit
in front of you and sent back BP times per day
O3c: ADVENTURING GEAR PROPERTIES
01-04 Enduring, object will not wear out from normal use for BPx10 years

05-07 Climbing, +BPx2 to user’s climbing skill

08-10 Light, magically provides light with a radius of 20 feet plus BPx10 feet

11-13 Retrieval, item(s) will return to user from up to BPx20 feet away

14-16 Securing., holds object/portal secure with DC 15 + BPx2 to defeat

17-19 Suspension, item(s) can be set in mid air and support BPx50 pounds

20 Throwing, item can be thrown up to BPx30 feet to magically secure to


any solid surface until commanded to release

O3d: WRITING OBJECTS PROPERTIES

01-03 Disappearing, writing on or with this object disappears after BP days

04-06 Secrecy, writing on or with this object is only visible to user and up to
BP individuals specified by user at time of writing
07-09 Sending, messages can be instantly sent on/with this item up to BPx10
miles to individual specified by user (who then becomes the user)
10-12 Explosion, reading script written on or with this item causes a BPd6
explosion, Reflex Save for half damage to all within BPx10 feet
13-15 Copying, imparts +BP bonus when copying spells

16-18 Duplication, can exactly duplicate document written on or with item up


to BP times per day
19-20 Transcription, when active, records all words spoken within BPx5 feet
of item
O3e: NATURAL OBJECTS PROPERTIES
01-03 Light, magically provides light with a radius of 20 feet plus BPx5 feet
04-06 Spell Storing, can store BP levels of spells (2x if Druid/Ranger spells)
07-09 Marking, item can be left to mark a location with a DC of 15+BP for
anyone but user to notice it (+10 DC in natural environment)
10-12 Wild Sense, +BP to user’s Wilderness Lore skill
13-15 Camouflage, +BP to hide skill in natural surroundings
16-18 Throwing, item can be thrown up to BPx10 feet to magically secure to
any solid surface until commanded to release
19-20 Tracking, user can use Tracking feat at a penalty of 10 minus BP

O3f: TOOL PROPERTIES


01-03 Light, magically provides light with a radius of 20 feet plus BPx5 feet
04-06 Durability, +BP to item’s Hardness rating
07-09 Echo, striking stone with this tool can be heard for BP miles
10-12 Talent, +BP to skills performed using tool
13-15 Animation, item can work alone for BP hours per day with user’s skill
16-18 Haste, user can work BPx10% faster while using item
19-20 Excavation, user can displace BP 1 foot cubes of earth per round

O3g: GAMING OBJECT PROPERTIES


01-03 Luck, user gets +1 to roll (declared beforehand) BP times per day
04-06 Running, +BPx20% faster running speed
07-09 Telekinesis, user can move BPx5 pounds up to BPx20 feet
10-12 Poison, BPd6 damage when touched with bare flesh (DC 15+BP)
13-15 Hiding, +BP to concealing item
16-18 Nine Lives, +BP to death threshold (-10 HP)
19-20 Gaming, +BP/2 (round up) to all checks while gaming
O3h: KITCHENWARE PROPERTIES
01-03 Purification, purifies all food and drink within BPx2 feet
04-06 Nutrition, required food intake is reduced by BPx10%
07-09 Nourishing, item can create food to feed BP*2 persons up to BP/2
times per day
10-12 Silence, item creates a BPx2 foot radius of silence
13-15 Brewing, per day, can convert BPx5 gallons of water to ale or wine
16-18 Telekinesis, user can move BPx5 pounds up to BPx20 feet
19-20 Poison, BPd6 damage when touched with bare flesh (DC 15+BP)
The final stage of creating your artifact is at hand. Fill in the history and give the item a name.
Items in this section should be the most colorful of all, given their strange types and abilities.. You
might be surprised how the clever player, given the opportunity, can put the strangest item to great
use. If you need help, we have provided twenty examples, following:

ODDS AND ENDS EXAMPLES

Everfull Biscuit Tin: This item was crafted by a Halfling Cleric during a long winter in which he
was trapped in a cabin by snow for several months. It is made from an empty biscuit tin and cre-
ates enough biscuits each day for two people or one hungry Halfling. Upon his return home after
the long winter, the Cleric donated the item to his church. The church, having their own supply of
biscuits, is willing to sell the item to anyone who would wish to buy it.

Spiderstone: This rather ordinary pebble was enchanted by Goblins as a gift (bribe) for a powerful
Ranger guild. The Goblins had hoped that by this act they would save themselves from extinction.
Unfortunately, when the Goblins tossed the pebble against a cliff face to demonstrate its power, its
colors were so like those of the natural rock face that they could no longer see it at all. If it is ever
found, the power of the rock is such that it can be hurled up to 50 feet and adheres to any surface
it contacts until it is commanded to release.

Deadly Bishop: Crafted by a crazed snowbound Gnome, this Poisonous (2d6 damage, DC 17
save negates) chess piece, a bishop, was presented, as part of an entire set, to the King's youngest
son on his 13th birthday. Just as the boy had finished setting up the pieces, he took a sip of wine
and collapsed dead on the spot. The prince's belongings, including the chess set, were left exactly as
they were in memory of the boy.
ODDS AND ENDS EXAMPLES continued…

Eq’s Pole of Suspension: This visually unremarkable pole is used by Equinox, the business name for
a Rogue of some skill, as a balancing pole. He prefers to walk ropes and the like to get to, and away
from, his targets. The remarkable thing about this pole is, should he slip, he can command the pole to
suspend its self in midair, supporting up to 400 pounds of Rogue and gear, until he regains his footing
and can continue on. He has never fallen and, thus, continues to use the pole.

Emdior’s Shrinking Purse: This tiny coin purse was created by a Pixie for a Wizard who had a bad
habit of teasing the Pixie about its small size. As a joke, the coin purse was enchanted to shrink 10%
(in size and weight) on command, thus making the opening too small for the coins to come back out.
After having a good laugh together, the Pixie explained how the purse worked, and the Wizard carries
it to this day.

Silk Rope of Returning: This 100’ of black silk rope was crafted and enchanted for the Mornash
Thieves’ Guild. If no part of the rope is more than 120’ away, the rope can be called back to coil in the
user’s hand. However, a foolish Rogue was not listening to the instruction of how to use it and threw it
down a deep well. It didn’t come back. When the guild sent a Halfling down to look for it, it was gone.

Birch Wand of Education: A small Silver Dragon, little more than a hatchling, crafted this item to
impress his father. The small wand, carved from birch and painted red and white, bestowed the little
Dragon with +2 to all Knowledge skills and +1 to other Intelligence based skills, per the Knowledge
property. As the Dragon grew, however, he forgot about the item completely and, when he left home
to find his own cavern, he left the item in his father’s treasure horde.

Hammer of Sounding: This Gnomish hammer was crafted from oak and iron by a paranoid hermit
Tinker Gnome for Varent, his personal guardsman, as an alarm signal. When struck upon a solid sur-
face, the echo can be heard for 2 miles via the Echo property. When the Gnome died, Varent returned
to the city and sold all of his old master’s possessions, the hammer included. It now sits on a hardware
shelf being sold as an ordinary hammer.

Queen of Cards: This Queen of Hearts playing card was made by a Rogue for his personal use. It car-
ries two special abilities. First, it has the ability to change its appearance to match any other deck of
cards, always remaining the Queen of Hearts (this ability not listed in the properties.) Second, it grants
the holder +1 to ALL checks made while gaming as per the Gaming property. Its original owner died
while cheating and this card, along with his other possessions, was sold to the highest bidder at auction.
The highest bidder, a wandering merchant, now offers the card for sale at a severely inflated price.

Ranger’s Branch: This stick, alive and looking as if it came off the tree moments before, is hundreds
of years old. One of the “Great Elf Kings” from before written history had it made for a Human
friend of his. The stick grants its wielder the Tracking feat, but at a –5 penalty. The Human used it for
years, mostly as a toy and occasionally as a hunting aid, but eventually put it away in his cedar chest and
forgot about it. His ancestors have run across it in his chest, still intact, and have left it there each time,
thinking its value was only sentimental.
ODDS AND ENDS EXAMPLES continued…

Fierelle’s Staff of the Council: This staff was crafted by a rare Dwarven Sorcerer, one of the
White Council of Mornash. The Dwarven carved cedar staff was painted navy blue up to the ruby
set in the top and wrapped in leather for the grip. After its crafting, the artifact was enchanted with
three effects. First, it allows the user to cast Teleport 2 times per day via the Passage property. Sec-
ond, the user receives a +3 to all Knowledge skills and +2 to other Intelligence based skills via the
Knowledge property. Third, and last, the item’s user is invisible to scrying and receives a +9 toward
saves versus Divination via the Masking property. The staff was given to a Wizard heroine named
Fierelle who left it to her son after her death. He placed it on top of the mantle in his family’s
home with a plaque honoring his late mother.

Awkward Bone Dice of Luck: A novice Half Orc Sorcerer named Brik attempted to make a
magically weighted set of dice out of carved bone. He carved the cubes, cut notches in the sides for
numbers (ending up with one die having two 1’s and no 2 and the other with a 7 instead of a 5),
and painted them gold for luck. Then it came to the enchantment, a task which he handled with as
much care as he took when carving the numbers. They ended up enchanted with Luck (+1 to any
roll, announced beforehand, once per day), but they were too poorly weighted for him to notice
the difference. He never even tried rolling a better set of dice with these in his pocket… Eventually
he gave up on them and left them in a tavern where they remain, sitting idly in the “Lost” box.

Samsam’s Alemaker: Samsam Tallfellow, the Halfling proprietor of the “Unshod Foot” tavern,
paid a king’s ransom to the local Wizard’s guild to have an item made. The item was a mixing
spoon as tall as himself made of copper and painted blue so it wouldn’t corrode. Its enchantment
causes the spoon, when dipped in water, to create 10 gallons of dark ale per day which Samsam
sells as an expensive Dwarven import.

Bartlebum’s Trick Pen: A shrewd Dwarven conman named Bartlebum Barrelbinder traded his
signet ring, a priceless family heirloom, to a bungling (no, not really) Elven Wizard named Byfar for
this bit of Quail quill. With the quill, Bartlebum writes various contracts and promises which, due
to the pen’s enchantment, vanish 24 hours later. He took his scams a bit too far, though, when he
tried to sell the “Unshod Foot” tavern for the eighteenth time to a middle aged Warrior who, as it
happens, had bought it once before. The Warrior broke the quill in half and gave it back, leaving
the Dwarven trickster cursing his memory and turning back to all the old cons he thought he had
left behind for good.

Dorrel’s Boomstick: Hadri Dorrel, a traveling merchant dealing in fine spices, grew weary of
highwaymen constantly ambushing his carts and the hired guardsmen turning tale at every site of
danger. So he turned to an old alchemist friend of his and had a walking staff carved from oak,
enameled in black, and enchanted to cast the “Shout” spell on command (50 charges—2d20). The
ploy worked wonders as Dorrel’s carts have gained such a reputation that many brigands just watch
them roll past, not daring to risk their ears or lives. Dorrel still carries the staff, just in case.
ODDS AND ENDS EXAMPLES continued…

Hambone of the Wilds: A wilderness tracker and bounty hunter from the Northern Reaches
came across an old, ruined hut halfway buried in ice. Inside, he found a Human skeleton holding a
hambone, polished smooth and carved from tip to tip in ancient Druidic markings. The enchant-
ment on the bone bestows the user with a +4 to Wilderness Lore. He used it for years, but retired
when he grew too old. He bartered the bone for a small but warm hut on the borders of Narunath.
Having no use for the bone its self, its new owner is constantly looking for a wealthy Ranger or
Druid to whom he could sell it.

Deathrune: This wooden gaming rune is aptly marked with the figure of a skull. An old witch
found the rune and enchanted it with poison (1d6 damage, DC 16 for half). When finished, she dis-
guised herself, slipped into a nearby village, and dropped the rune on the floor of a tavern. It was
found and has claimed many victims. Its newest owner, a gambler named Davian, lost his taste for
rune games and carries it in a pouch with the rest of his set, looking for a buyer.

Pitons of the Novice: A retired Ranger once had these iron spikes made for his apprentices to
help them get the hang of climbing without the thrill of falling. Each set of spikes bestows its user
with a +2 bonus to Climb. When he died, all of his current apprentices kept their set, twelve in to-
tal. A decade later, all twelve sets are in various states of availability and/or usability.

Gnomish Hammer of Building: This small claw hammer, made from cedar and brass, wouldn’t
be much good in the hands of any but a Gnome or Halfling. But, with a sufficiently tiny hand at
the helm it makes for a quick worker., as its enchantment allows the user to work 30% faster with-
out expending more energy. It was originally crafted for the Royal Building Crew, but it was lost in
the foundation of the King’s new Cathedral and never retrieved.

Tiefling’s Hickory Stick: A sickly Tiefling (Planetouched) Wizard enchanted this gnarled hickory
walking staff with Resistance, giving her a +3 to all Saving Throws, to counter her abnormally bad
health. It must have worked because, three centuries later, she’s still wandering the Western Plains
wreaking havoc on innocent rural folk for pure grins.

Shadowcards: Murkegh, the Crystal Peaks Goblin King of six decades ago, was an avid player of
cards and a wicked dabbler in the occult. It wasn’t long before he combined the two, summoning a
Shadow to inhabit his favorite deck. The Shadow, now a resident of each card, imbued the ability
to make the deck “dim” on the user’s command, thus granting them a +7 to hiding or concealing
any card the deck’s owner was currently in contact with. Murkegh eventually died of old age and
the Shadow made the deck dim of his own accord, awaiting someone (maybe an adventurer) who
would carry it out of the dank Goblin caverns and hopefully take it somewhere it could try to es-
cape. The Shadow will dislike being used by anyone who doesn’t cheat (or anyone who doesn’t
know the command so they CAN cheat) and may go “dim” at the most inopportune moment in an
attempt to get its honest (or ignorant) user in trouble.
Following are some tables that you may use at your discretion. They are especially helpful when
you are having difficulty coming up with ideas for an item. Use them for any type of item you wish,
but they are never a required piece of the creation system.

M1: ITEM MATERIAL M2: ITEM COLOR


01-04 Wood / Plant / Leaves 01-03 White / Black / Gray
05-07 Metal / Precious Metal 04-06 Blue / Navy
08-10 Stone / Gem 07-09 Red / Crimson
11-13 Leather / Hide 10-12 Green / Forest
14-16 Bone 13-15 Yellow / Lemon
17-19 Silk / Cloth / Wool 16-18 Brown / Orange / Tan
20 Mithril / Adamantium 19-20 Silver / Gold / Copper / Brass

M3: ITEM LOCATION M4: REASON FOR CRAFT


01-03 Forest / Woods 01-04 Love / Jealousy
04-06 City / Town / Hamlet 05-07 Contract / Commission
07-09 Mountains / Hills 08-10 Power / Influence
10-12 Cave / Dungeon 11-13 For Self / Friend
13-15 Castle / Keep / Tower 14-16 Physically Forced / Coerced
16-18 Desert / Wasteland 17-19 Duty / Responsibility
19-20 Lake / River / Ocean 20 Quest / Magically compelled

IDEA: If you want, roll more than once on any or all of the preceding tables. The resulting com-
bination could add more interest to your artifact, such as a combination of construction materials
or an item painted two different colors.

NOTE: These discretionary tables may well yield results that don’t make sense. If something
doesn’t work, don’t hesitate to reroll or ignore the result.
Customizing the content in this book is one of the easiest things you will ever do. We feel
strongly that any d20 product should compliment your game rather than clutter it. Along those
lines, we would love you to modify the tables in this book any way you want to use them in your
game. If you would like some examples of effective ways to do that, see below:

Replacement: If your world doesn’t have Gnomes but does have Kender, cross out the Gnome
entry on table “A1: Crafting Race” and write Kender in its place. Do this on any table where you
wish to replace a result.

Addition: If you want to keep all the entries on the “A6: Item Size” table, but you also want an
entry for “Gargantuan”, draw a small box beneath the table for the new entry and assign it a num-
ber range for random selection by die roll. The easiest way to do that in the example given would
be to change the “19-20” on “Huge” to just “19” and give your new “Gargantuan” category the
“20” slot.

Cut and Paste: What if you wanted the “Telepathy” property from table “J3: Magical Properties”
to also appear on table “O3d: Writing Object Properties”? Well, you could use either of the above
methods to make that happen. Either replace an existing ability or add the new one to the bottom
of the table.

Description Modification: Quite a few of the sample item descriptions contain names of peo-
ple, kingdoms, and places. Feel 100% free to change those around to fit your world. Not every
gaming world has a “Northern Reaches”, so you could change it to the “Polar Icecaps” or what-
ever would be appropriate for your campaign world.

Major Modification: Given the modular design of this book and the creation system herein,
pretty much any modification you want to undertake is possible. You can swap tables around,
change the flow of creation, completely replace entire sections... Anything you want to make the
system work better for you. Want to replace table “A3: Climate Where Crafted” with a table of
your own like “Color of Crafter’s Socks”? Great! Plug the replacement table right in and run with
it.

This book has the ability to become anything you want it to become. Given the beauty of the d20
system and the imagination, you could use these building blocks to make anything you wanted for
your personal game use. The only thing we suggest, as the authors of the book, is that you use the
system “as is” several times before making sweeping changes. We have worked hard to provide a
solid balance in the book and we believe you will find that few changes are necessary.
There are a few important points that need mentioning when it comes to creating artifacts to in-
troduce into your game and/or modifying the artifacts already in your game. The points below will
help you in the creation and migration process and provide some valuable insights into the role of
artifacts in a role playing game:

Non Magical Artifacts: You may have noticed, in some cases, it is possible (although rare) to
generate an artifact that is not magical at all. Is this a mistake in the rules? Not at all. At its most
important level, an artifact is a special item with a history, a name, and great value. Most artifacts in
a role playing world will be magical, but it is possible and, may I say, it can be a breath of fresh air
to find an item that has historical significance without a magical enchantment. Sometimes, in fact,
items like this can be more valuable than their magical counterparts.

Oddball Results: If you are generating your artifacts using the roll of a die on the tables pro-
vided, you will receive odd results from time to time. Most of them will only seem odd on the sur-
face, but some of them might be downright silly. In this case, it is your call as the creator to over-
rule a die roll that just doesn’t fit and roll again, replace the result with another of your choice, or
ignore the result entirely, using other factors to build the item.

Upgrading Existing Items: The characters in your world probably already have magical items in
their possessions. If you want to fill those items in using these rules, there are two guidelines you
should follow. First, don’t change anything the player already has written down about the item.
Work around it (and with it) instead. Second, use tables A1 through A4 on Page 6 to fill in any de-
tails that might be missing. It might be a good idea, also, to get the Player’s feedback on how they
envision the item. Maybe their imagination has already done some of the work for you.

A Matter of Time: Sometimes you just don’t have the time to run through this system and create
a fully realized artifact. Sometimes the characters go out and buy a +1 sword that you did not ex-
pect. During a session is not a good time to run through this creation system. We have two sugges-
tions on how to handle this. First, you can create a slew of items beforehand and keep them on
hand at all times. Have the merchants carry ONLY the items you have created. Second, feel free to
use the examples we have provided in the book. They are finished and ready to go. Failing that, you
can always go back later and generate the item using the “Upgrading Existing Items” guidelines.

A Note from the Author: In creating the sample items, we rolled on the tables using the system
provided. The ideas all came from this book. However, once the idea was sparked, we ran with it
regardless of whether or not ALL of the results matched. The concept of this book is to spark your
imagination NOT to limit it. Once you know what you want to do with the artifact, get it on paper.
If you write something that doesn’t match one of the results, ignore the result and move on. If the
end product is an interesting artifact, your mission, and ours, is accomplished.
So concludes the first volume of the Tome of the Ancients series from Dungeon Dwellers’
Guild Games. I trust it has been an inspiring journey. If you feel this product has improved or
will improve your game, I urge you to consider further titles from our group. We work hard to
make them the best. For information on upcoming products and to order, see below:

• Our products are listed on Ebay at “http://www.ebay.com”. Not all of them will be listed at
all times, but a search for “Dungeon Dwellers Guild Games” should turn up all the current list-
ings. (Be sure to include the item’s description in your search.)
• Our official website is under construction at “http://netspeed.iwarp.com/ddg.games/”.
When finished, it will contain complete information for all of our titles and a system for direct
ordering.
• You may send email inquiries to “ddg.games@netspeed.iwarp.com” for a list of current ti-
tles and/or additional direct ordering options.

To further give credit where credit is due, you may contact the authors and artists at the following
email addresses:

• John is available at “ddg.walborn@netspeed.iwarp.com”


• Theo is available at “ddg.zion@netspeed.iwarp.com”
• Massimiliano (Max) Bertuzzi is available through his website at “http://www.maxbert.com”
or by email at “maxbert@iol.it”

Finally, I would like to say thank you. Your support is important to the existence of our group. It
is our duty to repay that support by continually providing top notch products. If you feel we have
or have not fulfilled our duties, please feel free to contact us at the above addresses. We would love
to hear from you.

Thank you,

John C. Walborn
To register this Dungeon Dwellers Guild Games product, fill out the form below and mail it to:

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© 2002 Dungeon Dwellers Guild Games

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OPEN GAME LICENSE Version 1.0a

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

All content of this document, with the exception of the Open Gaming License and D20 System License, as
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