Download Book of Artifacts (Advanced Dungeons & Dragons Rulebook) by D. Cook PDF

By D. Cook

A part of the middle principles to the AD&D moment version video game method, this booklet offers exact details on magical goods and the way to lead them to. a while 12 and up. All gamers and online game masters. Illustrations, a few in colour.

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Book of Artifacts (Advanced Dungeons & Dragons Rulebook)

A part of the middle ideas to the AD&D moment variation online game approach, this ebook offers specific details on magical goods and the way to lead them to. a long time 12 and up. All gamers and online game masters. Illustrations, a few in colour.

Additional resources for Book of Artifacts (Advanced Dungeons & Dragons Rulebook)

Example text

The characters need the life-giving powers of these artifacts in order to travel to the outer planes (where their own magic will not function) and defeat a great foe. The items may be needed to survive a perilous journey of great importance. Furthermore, the Cup and Talisman are of great interest to nearly everyone. Followers of the original deity will want their relics returned. Warlords will want the healing power for their armies. Wizards may covet the potion-making powers of the items. Characters must be ready to fight to keep the artifacts.

They must be touched by the deity of disease and death. 31 The Death Rock is an evil relic of inky black stone, roughly the size of a man's clenched fist. When touched, the rock pulsates faintly, like the beating of a heart, and leaves the sensation of warm greasy moistness on the fingertips. The Death Rock exudes a palpable aura of evil noticeable to intelligent creatures. It is said that the Death Rock is the product of some far-distant eastern cult that worshipped a great salamander of the river.

Over the centuries, the Death Rock has found its way to the west, leaving ruin and destruction in its wake. It has not been seen for much time and it might now be finally lost forever. Characters should only find the Death Rock if the DM wants to sorely tempt and test the heroes. The rock grants great power, but only to one person and at terrible cost to the PC's companions. The DM should know the players well, for if the temptation succeeds, serious ill will could develop among the players, threatening the harmony of the group.

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