[preview] Personal Artifacts!

TheLe

First Post
[imager]http://www.thelegames.com/images_covers/tn/PersonalArtifacts_tn300w.jpg[/imager] The Le Games is proud to announce Personal Artifacts!

This amazing book has over 50 artifact items, and was written for players of all levels. Each artifact has a name, local common name, history, description, notes on how to destroy, and notes on where to find it -- players and GMs alike will have plenty to sink their teeth into!

Writing for Personal Artifacts proceeds smoothly and we expect it to be released this April.

Here's a Sneak Peek!

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Vok’s Pouch
Common Name: Pouch of Arrows
History: King Vok of of the Hlavok Kingdom was a brilliant military tactician who knew the importance of keeping a strong military. He often worked directly with the royal smiths and royal mages to develop new weaponry that could help keep his kingdom safe. One of his ideas manifested into Vok’s Pouch, which was used by the Vok Expeditionary Force, an elite group of rangers that specialized in scouting and patrolling.

Description: Vok’s Pouch is a small brown pouch with a string enclosure. The Pouch itself is very small, not able to hold more than a small marble. Whenever a single small non-magical object is placed into the Pouch (usually a pebble or grain of sand), the object will begin a magical transformation. If left there for three days, the object will reform itself into a seemingly mundane arrowhead. However, when the arrowhead is used to create an actual arrow, the magical properties of the arrowhead will manifest itself, and an Identify spell can be used to determine what magics it holds within it.

The type of magical arrow it becomes is determined randomly on the chart below. If the pebble or object is removed from the Pouch before three days have passed, the object will remain as is (and placing the object back into the Pouch requires another three days for it to transform into an arrowhead).

Upon creating an arrow, roll on the following chart to determine the type of arrow it is:

1d10
Result Arrow Type

1 +1 Arrow
2 +2 Arrow
3 Bludgeoning Arrow
4 Critical Arrow
5 Flaming Burst Arrow
6 Life Leech Arrow
7 Shocking Burst Arrow
8 Tracking Arrow
9 Player’s choice
10 GM’s choice

Note: when a magic arrow misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow that hits is destroyed.

[imager]http://www.thelegames.com/images_covers/tn/PersonalArtifacts_tn400w.jpg[/imager]Bludgeoning Arrow
Upon launching this arrow, it magically creates an air-dam at its head. This enchantment does not hinder the arrow in any way, but upon impact it deals bludgeoning damage rather than its normal damage type.

Critical Arrow
When using this arrow in an attack, the critical threat is increased by 1. The critical threat of this arrow increases by an additional 1 when the player has reached 5th level, and every five levels thereafter.

Flaming Burst Arrow
This arrow deals +1d10 points of fire damage on a successful hit. The arrow also explodes with flame upon striking a successful critical hit, dealing +1d10 fire damage to all beings within 10 feet.

Life Leech Arrow
On a successful hit with this arrow, the attacker is healed of 1 point of damage for each 3 points of damage that it deals (GM’s discretion).

Shocking Burst Arrow
The arrow deals +1d12 points of electrical damage on a successful it. The arrow also explodes with electricity upon striking a successful critical hit, dealing +1d10 electrical damage to all beings within 10 feet.

Tracking Arrow
On a successful hit with this arrow, the bow that was used to fire the arrow gains an uncanny “lock” onto the target. For the next 5 rounds, the bow gains a +1d4 attack bonus against the same target (this bonus is variable, and should be re-rolled with each subsequent attack). Using additional Tracking Arrows on the same target has no effect until the initial 5 rounds has expired.

•Destruction: Vok’s Pouch, although very powerful, may easily be destroyed by feeding it to a Bag of Devouring, an extra dimensional creature that looks and acts like a Bag of Holding. Once devoured, the Pouch will dissolve into small particles and kill the Bag of Devouring. Inside the dead bag will be 2d6 arrowheads – each can be used to make a magical arrow (roll on the chart above, separately for each arrow).

•Where To Find: After the second Succession War, the Hlavok Kingdom found itself into be a new situation – it was under the control of a non-heir for the first time. Many supporters and high military officials of the old regime fled the kingdom in fear of repercussions. The few remaining survivors of the Vok Expeditionary Force also fled at this time, along with their Vok’s Pouches, as well as other magical items. Their exact whereabouts are unknown, but it is said that that several of them hide in the forbidden caves, waiting for the true heir to return from exile to command them.

Weight: < 1 lb.


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The Le Games - We enhance Worlds!
 
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Personal Artifacts proceeds smoothly and should be available in April. In the meantime, here's another sneak peek at what you will find in this amazing book:

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Bradamore’s Pursuit
Common Name: Bracers of Offense
History: Brandamore’s Pursuit was created in the Greenville School of Magic, a school dedicated to the pursuit of higher magical learning. Led by the head wizard, Charles Brandamore, the Bracers were created as an attempt further his own knowledge of magic. He was indeed successful in creating a powerful set of bracers, but his next project would be his undoing – during an attempt to create a new type of magical wand, Brandamore inadvertently opened a rift that let in foul demons. The demons spread like a disease and killed everyone in sight and destroyed the school. The rift itself naturally closed soon after, but not before hundreds of demons came through it.

Description: Brandamore’s Pursuit is a set of bracers made of a strong metal alloy, and are black in color. Wearing these bracers empowers the wearer to cast Magic Missile five times per day (caster level 5th).

Alternatively, the wearer may sacrifice one usage of Magic Missile as a swift action to imbue his or her next melee attack with a powerful enchantment; his next attack deals +2 damage, and damage from this attack is treated as magical for the purposes of damage reduction. On a missed attack, the enchantment will immediately fade.

Destruction: To destroy Brandamore’s Pursuit, the bracers should be placed in a cloth bag with 2 other sets of magical bracers (of any kind) and then tied close with hair cut from a wizard or sorcerer (of 10th level or higher). A priest must shake the bag vigorously for one hour per day for seven days. On the seventh day the bag must be submerged in holy water. When the bag is opened, all the bracers will have been transmuted into Bracers of Armor, each one offering an armor bonus to AC (roll 1d8 to determine the armor bonus – roll separately for each set of bracers when the bag is first opened).

Where To Find: Many of the treasures within the school were lost, destroyed, still within the ruins, or taken away by the invading demons. Brandamore’s Pursuit is currently in the ownership of one such demon known as N’astarka. It is rumored that this demon currently harasses the town of New Guile in order to get food and women (usually as tribute).

Weight: 1 lb. per bracer
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-The Le Games, We Enhance Worlds
 

Zipay's Defender!

Our awsome preview of Personal Artifacts continues with the Zipay's Defender! This book is scheduled to be released in April.

`Le


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Zipay’s Defender
Common Name: Deflection Spheres
History: The Chaos War devastated two kingdoms for many years – the elven Shanango kingdom and the human Zipay kingdom; both had been at war since the greedy Shanangoans invaded the humans. After nearly two years of constant warfare, the chaos mages of the Zipay kingdom developed special Spheres, which would protect their warriors against the dreaded elven bows and crossbows. Finally able to hold off the ranged elven attackers, the battles focused more on close combat, an area that the Zipays excelled in.

Description: Zipay’s Defender is small metal sphere approximately ¾ of an inch in diameter and weighs half a pound; it is silver in color and is completely reflective. Zipay’s Defender may be magically embedded into any hard item, such as the hilt of a sword, a helmet, or armor. To embed it, the player simply holds the sphere next to the item and speaks the magical command words, “Petey Patrolum”. Once embedded, Zipay’s Defender becomes attached to the item and the magical property of the sphere is activated.

When the embedded item is worn (or wielded), it is able to sense any objects that are trying to harm the player. The Sphere itself instantly will detach from the embedded item and deflects any ranged weapon (arrow, spear, etc) that would normally hit the player, as the Deflect Arrows Feat would do. The Sphere deflects one arrow per round this way, then re-embeds itself back into the item.

Once embedded, Zipay’s Defender, grows in power as the wearer becomes more becomes more experienced. When the player has reached 10th level, and every five levels thereafter, Zipay’s Defender will deflect one additional arrow per round (maximum of 4/round at 20th level). Zipay’s Defender will continue to deflect arrows as long as the player is wearing the embedded item, even if the player is unconscious or dead.

No more than two such Spheres may be embedded into the same item, but the user may wear multiple items with up to two Spheres embedded into each.

Zipay’s Defender may be removed from the item by touching it and reciting the same Command Words; Zipay’s Defender may then be embedded on to a new item after 24 hours has passed (it will not allow itself to be embedded before that time).

•Destruction: Zipay’s Defender is a powerful defensive tool, as it can be embedded into nearly any item. To destroy it though, the player needs to have two of them and must attempt to embed them into one other. This will cause both Spheres to merge together into one larger sphere and lose all of its magical properties. The new sphere will be 1 pound in weight and has a chance of having the properties of a precious metal (10% chance of being platinum, 10% chance of being white gold, 10% chance of being silver, 70% of being brass).

•Where To Find: With the new Zipay’s Defender given to all the elite battalions, the Zipay forces were able to defend themselves from the ever advancing elves. By maneuvering into close combat, the humans were able to unleash their combat prowess and win many battles. The tide of the war had changed and the humans found themselves on the offensive – they eventually conquered the elves and enslaved them. The human gods, while pleased with the victory, were unhappy that they would turn to slavery. So the gods abandoned the humans, and in a final moment of spite, removed their ability to weave magic. It has been a hundred years since the end of the war, and the elves are still enslaved. The humans and their armies are a shell of what they once were due barbarian hordes that have raided them for so long, but they still manage to survive and keep their way of life. The humans can no longer cast spells, but they are still equipped with many weapons from the Chaos War, including Zipay’s Defender.

Weight: < 1 lb.
 

Death Holder

Our preview of Personal Artifacts continues with Death Holder


Death Holder
Common Name: Candle of Darkness
History: Legend says that Decessus, the fifth god of death, created three powerful candles and laid them across lands of the material plane. The candles were a gift to the three major mortals who served under lawful evil alignment. It is said that when the flame of all three candles are joined, darkness will permanently stretch across the entire world and evil shall reign supreme.

Description: When lit, the flame of the Death Holder will not emit any light, but it will cause all sunlight to be blocked out within a 1-mile radius. After 5 rounds, the candle will emit shadow like energy that will travel from the candle to any bones or bodies of dead creatures up to a 1-mile radius and turn them into undead skeletons or zombies; these creatures will follow the candle owner’s spoken commands, just as an Animate Dead spell would. The Candle will remain lit for 1 day and cannot be put out by normal means – it will even stay lit under water. When Death Holder has burnt itself out, all undead creatures created by it will turn to dust and be destroyed; the candle will then reconstitute itself in 30 days, at which time it may be lit again.

Destruction: Once lit, Death Holder cannot be put out by any normal means. To destroy the candle , the flame of the Death Holder must be joined with the flame of a candle that has been blessed by a Cleric. These candles, while sharing a flame, must then have a potion of Cure Serious Wounds poured over it, causing the blessed candle to disintegrate itself and Death Holder’s flame to be put out. This must be done once per day for ten straight days, with a new blessed candle each time. On the tenth attempt, the Death Holder will melt into nothingness and give off a foul odor that will stick to any living being within a 20-foot radius. This foul odor lasts for two hours before going away; but during this hour the odor will attract any undead creatures within a 1-mile radius, and their sole purpose will be to kill the creature(s) that are giving off the foul odor. It is not possible to remove the smell before the two hours has expired, nor is it possible to mask the odor – the undead will sense the odor on the player even if he is under water.

Where To Find: Scholars have long since believed that the first two Candles of Darkness, Death Seeker & Death Bringer, were destroyed during the Light-Bringer Crusades, while this last Candle, Death Holder, is thought to still exist in the Northern Dead lands... or it is so believed.

Weight: < 1 lb.
 

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