Post by GT on Aug 4, 2014 23:44:42 GMT -5
From the time of my first DM's capmaigns, I have learned to appreciate "inside jokes". Here are three artifacts I put into my campaign that fall into this category (and date me as being over a half-century old in the bargain!) ^__^
Martel of Maxwell: This war hammer is composed entirely of magicked mithral-steel alloy, which has been chased with silver. One end of the head is blunt, while the other is pointed and slightly down-curved. Dwarven runes upon the handle spell “MAXWELL” followed by a small symbol that appears to be an apple. It is a +4 weapon, and it inflicts double-damage on any goblin-class foe. Additionally, any creatures that are affected specifically by silver (i.e.-lycanthropes) receive double-damage. Any time that a natural 20 to hit is rolled, the hammer will “double-tap” the victim’s head making a distinct “bang, bang!!” sound and kill the foe instantly (barring a helm of adamantite)! This of course assumes that the victim has a head with a brain in it (so jellies, puddings, golems (except flesh), doppelgangers, etc. are not so affected…) and that they are of three feet or less higher than the height than the wielder!
G.P. Sale Value: 40,000
Ring of Daoud: Unknown to all but a few savants and sages, Daoud had constructed a ring that was able to draw upon the power of his wondrous lanthorn. This ring is of gold with arcane runes inscribed around its outer edge, and set with a facsimile of the lanthorn composed of seven interlocking gems (ruby, emerald, diamond, sapphire, amethyst, jacinth, and topaz). The ring will appear inert when found, but if placed upon a finger, it will serve as a ring of protection, +1 and draw the wearer towards a distinct direction. The ring is drawn towards Daoud’s Wondrous Lanthorn, and if this artifact is found, the ring is able to be imbued with various powers. To activate the ring, it must be held next to an open pane of the active lanthorn, and the following incantation uttered:
“In light of day
In dark of night
No enemy
Will give me plight
Let those who seek
To stay my might
Beware the power
Of Daoud’s light!”
At this point, the ring is empowered to draw energy from the positive energy plane and bestows an invisible field granting +2 protection (+2 to AC and +2 to saving throws) to its wielder. It also enables use of the seven basic powers of the lanthorn (hold person/monster, haste, color spray, emotion [fear], flame strike, and slow), all at 19th level of power. Each use of any of these seven powers drains 1 hour from the full 24-hour charge, after which the ring must be recharged again. The protective qualities remain until the charges are all used or 24 hours elapses. Charging the ring drains 10 years from the Lanthorn’s fuel supply each time, so care must be exercised. It is rumored that the ring is hidden in the same locality as the lanthorn.
G.P. Sale Value: 20,000 (the value is, obviously, tied to access to Daoud’s Wondrous Lanthorn!)
Shield of Sir Rugglesby: This artifact was utilized by the famed paladin Sir Rugglesby, who donned his plate armor, holy avenger and this shield and embarked upon a solo excursion to the Nine Hells and purportedly returned alive (a feat immortalized in song by several bards of the day)! This large shield is made of highly polished adamantite-steel alloy with a golden sun-face embossed at its center (said to be blessed by Pelor; it is rumored that Sir Rugglesby sang a song about the “coming of the sun” as he lay about him with his sword!). It is +5 for defense and only encumbers as a buckler would. Any evil character who touches it takes 5 – 20 points of damage; in the hands of a neutral (true, chaotic, lawful) it behaves as a +1 shield, when used by a chaotic good it is +2, and when used by a neutral good it is +3 (none of the additional powers operate for any of the former alignments). Only in the hands of a lawful good (fighter, ranger, cavalier, paladin, or cleric) does it manifest its full powers! In this event, seven times each day, it may be commanded to emit an aura of radiance from the sun-face which lasts 1 turn and behaves in all respects as a Sunray (see the Druid spell). If used against a frontal breath weapon attack, damage is automatically halved, and none is taken if a saving throw is made. Once each day the shield can be commanded to Heal (as the Cleric spell) its wielder or a non-evil aligned individual touched by the artifact.
G.P. Sale Value: 40,000
Martel of Maxwell: This war hammer is composed entirely of magicked mithral-steel alloy, which has been chased with silver. One end of the head is blunt, while the other is pointed and slightly down-curved. Dwarven runes upon the handle spell “MAXWELL” followed by a small symbol that appears to be an apple. It is a +4 weapon, and it inflicts double-damage on any goblin-class foe. Additionally, any creatures that are affected specifically by silver (i.e.-lycanthropes) receive double-damage. Any time that a natural 20 to hit is rolled, the hammer will “double-tap” the victim’s head making a distinct “bang, bang!!” sound and kill the foe instantly (barring a helm of adamantite)! This of course assumes that the victim has a head with a brain in it (so jellies, puddings, golems (except flesh), doppelgangers, etc. are not so affected…) and that they are of three feet or less higher than the height than the wielder!
G.P. Sale Value: 40,000
Ring of Daoud: Unknown to all but a few savants and sages, Daoud had constructed a ring that was able to draw upon the power of his wondrous lanthorn. This ring is of gold with arcane runes inscribed around its outer edge, and set with a facsimile of the lanthorn composed of seven interlocking gems (ruby, emerald, diamond, sapphire, amethyst, jacinth, and topaz). The ring will appear inert when found, but if placed upon a finger, it will serve as a ring of protection, +1 and draw the wearer towards a distinct direction. The ring is drawn towards Daoud’s Wondrous Lanthorn, and if this artifact is found, the ring is able to be imbued with various powers. To activate the ring, it must be held next to an open pane of the active lanthorn, and the following incantation uttered:
“In light of day
In dark of night
No enemy
Will give me plight
Let those who seek
To stay my might
Beware the power
Of Daoud’s light!”
At this point, the ring is empowered to draw energy from the positive energy plane and bestows an invisible field granting +2 protection (+2 to AC and +2 to saving throws) to its wielder. It also enables use of the seven basic powers of the lanthorn (hold person/monster, haste, color spray, emotion [fear], flame strike, and slow), all at 19th level of power. Each use of any of these seven powers drains 1 hour from the full 24-hour charge, after which the ring must be recharged again. The protective qualities remain until the charges are all used or 24 hours elapses. Charging the ring drains 10 years from the Lanthorn’s fuel supply each time, so care must be exercised. It is rumored that the ring is hidden in the same locality as the lanthorn.
G.P. Sale Value: 20,000 (the value is, obviously, tied to access to Daoud’s Wondrous Lanthorn!)
Shield of Sir Rugglesby: This artifact was utilized by the famed paladin Sir Rugglesby, who donned his plate armor, holy avenger and this shield and embarked upon a solo excursion to the Nine Hells and purportedly returned alive (a feat immortalized in song by several bards of the day)! This large shield is made of highly polished adamantite-steel alloy with a golden sun-face embossed at its center (said to be blessed by Pelor; it is rumored that Sir Rugglesby sang a song about the “coming of the sun” as he lay about him with his sword!). It is +5 for defense and only encumbers as a buckler would. Any evil character who touches it takes 5 – 20 points of damage; in the hands of a neutral (true, chaotic, lawful) it behaves as a +1 shield, when used by a chaotic good it is +2, and when used by a neutral good it is +3 (none of the additional powers operate for any of the former alignments). Only in the hands of a lawful good (fighter, ranger, cavalier, paladin, or cleric) does it manifest its full powers! In this event, seven times each day, it may be commanded to emit an aura of radiance from the sun-face which lasts 1 turn and behaves in all respects as a Sunray (see the Druid spell). If used against a frontal breath weapon attack, damage is automatically halved, and none is taken if a saving throw is made. Once each day the shield can be commanded to Heal (as the Cleric spell) its wielder or a non-evil aligned individual touched by the artifact.
G.P. Sale Value: 40,000