My take on a linked set of items. Its pretty powerful, so I would recommend building it into the plot. In fact all artefacts should be built into the plot as they are unique and important items.
The battle gear of Redrik Kurn.
This is an example of a long term quest based set of items suitable to run the course of heroic tier play. The set of equipment was once owned by a powerful warlord who lived for battle and swept across the land with a large horde of followers. Several legends surround his death and the prophecy that one day his heir would rise from the common folk to continue his bloody reign.
The set comprises of:
Main weapon: Sword of Screaming (longsword)
Secondary weapon: Vigilant Dagger (Dagger)
Armour: Battle Wrought Armour (Scalemail)
Shield: Shield of Defence (Heavy Shield)
Keystone Piece: Helm of Victory
The first piece found will just seem like single artefact, it will only become apparent that it is part of an artefact set once the second piece is found. (DM note do not inform the owner of any concordance event that refers to another item in the set until the second piece is found)
You are free to present the sword, dagger, armour or shield in any order. But each needs to be owned and used by the same character to qualify for advancement.
The individual pieces cannot be disenchanted, if the PCs try and disenchant any piece it immediately moves on and leaves a mundane version of itself behind. Any powers that the pieces have do not count as magical item uses for the owner.
1: Vigilant Dagger
An old and tarnished dagger with a long hilt and a fine but sturdy blade.
Enhancement: +1 attack and damage
Critcal: +1d6 per enhancement bonus
Properities:
Whilst wearing or wielding the dagger you gain a +2 item bonus to initiative and may draw any weapon as a free action when you make an attack.
2: Sword of Screaming
A longsword with a cruel looking blade made from a strange slightly purple alloy that glows with a slightly disturbing hue in certain lights. Its has a finely crafted ivory hilt with a cluster of sapphires set in its pommel.
Enhancement: +2 attack and damage
Critical: +1d8 thunder damage per enhancement bonus
Properties:
Screaming Swing (encounter, minor) – thunder, weapon
Make an Intimidate vs. Will attack against an adjacent target; on hit until the end of your next turn you gain combat advantage against the target and all attacks against that target using the Sword of Screaming deal an additional 1d8 thunder damage.
Power:
Scream of Devastation (daily, standard) – thunder, fear, weapon
Burst 1; attack STR vs. REF; 2W+STR+CHA thunder damage; on hit target is pushed 2 squares, knocked prone, deafened and takes 5 ongoing thunder damage (save ends both)
3: Battle Wrought Armour
Ancient looking heavy armour made up of different styles of armour with the appearance of several lifetimes worth of repairs and alterations. On close inspection the marks of several different armour smiths can just me made out.
Enhancement: +2 AC; +1 REF
Properties:
Gain Resistance 5 Thunder
Power:
Blood Seeker (daily, minor) – healing
Until the end of the encounter at the start of your turn gain regeneration equal to 1x number of non bloodied enemies adjacent to you and 2x the number of bloodied enemies adjacent to you. If there are no enemies adjacent to you and you are conscious you take 5 damage, this damage cannot be reduced in any way.
4: Shield of Defence
A large round shield scarred and notched by a thousand heavy blows.
Properties:
Gain a +2 item bonus to athletics and Endurance skill checks
Power:
Defensive Manoeuvre (daily, immediate interrupt)
When you are hit by an attack with the weapon keyword reduce the damage by 10.
Obtaining any of the 4 pieces reveals the relevant sections of the following artefact abilities and properties. In order to progress beyond each tier of concordance another piece must be obtained. When all 4 pieces have been obtained the owner will receive dreams and portents as to where the final piece is located.
Starting Concordance:
Upon wearing/using the first piece found
Starting 5
Owner is a fighter +1
Owner is a warlord +2
General Concordance:
Owner gains a level +1d6
Owner claims another piece of the set +1
Owner lands the killing blow on 3 enemies in a single encounter (1/day) +1
Owner lands the killing blow on 7 enemies in a single encounter (1/day) +2
Owner scores a critical hit with a melee weapon (1/encounter) +1
Owner is knocked unconscious or dying during battle (1/encounter) -2
Owner refuses a challenge or flees from battle (1/day) -1
Concordance Stages
Victorious (33 or more)
“You are the chosen who shall wield the ultimate prize, none shall stand in our way, with the Helm of Victory all will fall to our might!”
Owner receives dreams and portents about the location of the Helm of Victory; each day make an attack +10 vs. Will; on hit the owner is compelled to follow his visions and move towards the Helm. If he doesn’t then he takes a -2 penalty to all actions. (note: DM required to present owner with either a task that needs to be performed or a direction of travel, if the character doesn’t follow the artefacts suggestions then it taunts and distracts him, and threatens to leave if action isn’t taken)
Owner gains a +1 bonus to speed
Battle Wrought Armour’s thunder resistance increases from +5 to +10
Ecstatic (26 to 32)
“Glory shall be ours, we must seek out the final piece”
1: Vigilant dagger
Scores a critical hit on a 19 or 20 roll
2: Sword of Screaming
Gains the power:
Thunderous Blast (daily; standard) – thunder, weapon
Range 10; attack STR vs. FORT; 3W+STR+CON thunder damage; on hit target is pushed CON squares, knocked prone, dazed and takes CON ongoing thunder damage (save ends both)
3: Battle Wrought Armour
Enhancement bonus increases from +2 to +3
4: Shield of Defence
The wearer gain resistance 5 to elemental area, burst and blast damage
Optimistic (19 to 25) (cannot progress until they own 4 pieces of set)
“Now we have the three, we are nearly restored”
1: Vigilant dagger
The item bonus to initiative increases to +4
2: Sword of Screaming
The enhancement bonus increases from +2 to +3
3: Battle Wrought Armour
The owner can use a Second Wind as a minor action, if the owner is a dwarf the defence bonus from this action increases from +2 to +3
4: Shield of Defence
When the owner uses the Defensive Manoeuvres power they may also spend a healing surge, if they do this they take a -2 penalty to all attacks until the end of their next turn.
Interested (12 to 18) (cannot progress until they own 3 pieces of set)
“Now we have the two, there is still much to find”
1: Vigilant dagger
Enhancement bonus increases from +1 to +2
2: Sword of Screaming
Owner gains a +2 item bonus to intimidate skill checks
3: Battle Wrought Armour
Owner gains a +5 item bonus to total HPs
4: Shield of Defence
When the owner uses the Defensive Manoeuvre power they also gain a +2 bonus to AC and Reflex defence until the end of their next turn.
Normal (5 to 11) (cannot progress until they own 2 pieces of set)
All items have standard properties and powers
Disheartened (1 to 4)
“You are not worthy, fight hard or perish”
1: Vigilant dagger
Loses the bonus initiative and quick draw ability
2: Sword of Screaming
Enhancement bonus drops from +2 to +1 and loses the daily power Scream of Devastation.
3: Battle Wrought Armour
Blood Seeker power becomes an encounter power that automatically activates using the owners minor action on the second round of combat.
4: Shield of Defence
Loses the Defensive Manoeuvres daily power
Furious (0 or less)
“It is better that you die in battle than live in fear, we prefer to see you die!”
1: Vigilant dagger
Owner takes a -4 penalty to initiative
2: Sword of Screaming
Enhancement bonus drops from +2 to +1 and loses the Screaming Swing power
3: Battle Wrought Armour
Blood Seeker power deals 10 damage if no enemies are adjacent to you at the start of your turn
4: Shield of Defence
Owner takes a -5 penalty to athletics and endurance skill checks
Helm of Victory
I might be inclined to make the Helm of Victory the ultimate prize, and the solution to a plot related problem. Only to reveal its true threat at the last moment when the artefact owner places it on his head.
At that point the owner gets a brief connection to a distant unknown location where the spirit of Redrik Kurn has been resting dormant for all these years. He snarls a brief mocking thank you to the character then all the artefacts leave to rejoin their original true owner. Welcome to your new Paragon Level bad guy…….