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Review: Ancient Engines

Crothian

First Post
Ancient Engines

There is a standard in fantasy of weapons of tremendous size that do incredible power. They are pulled by creatures that are bigger then normal and are the focus of military campaigns. These items are gifts from the gods, or large magical constructions of incredible power. But in role playing game we rarely see artifacts of this size and magnitude. Ancient Engines is one of the few books that brings them to us.

Ancient Engines is a PDF written by Patrick Younts. Mr. Younts has written quite a few books like Quintessential Monk and Sorcerer. The PDF is twenty three pages long. The layout is about average with a bit of white space and a thick border that can be an ink eater when printed. The book marks though are well done. Aside from some cover art, there is no art in the book. That is a pity since the devices described would rally benefit from being shown visually.

Each engine is nicely described. First the history of the item is presented. Most of them are tied to one of the races or group of races and it servers as a weapon against their enemies. The histories are ripe for adapting into a campaign to create interesting mysteries and plots. Then the item is described and some of its abilities are detailed. There is a mechanics section that goes in detail on the rules of the abilities and exactly how they work and what they do. Then there is the very cool Legacy of Terror. This is unique ability that is only effective against the true enemies of the weapon. These powers are full of flavor and bring the item to life. Lastly, is how the weapon can be destroyed and these are not simple ways.

The first item is called the Word of God. It is an immense horn that frightens the demons and devils and was used to help banish them to the lower planes.

Next is Kurzog, the Heart Beater. It is a gigantic drum the orcs use as it represents their undying hatred.

The Hammer of War is the Dwarven engine. It is like a huge battering ram.

The Sphere Engine is a truly odd device that was constructed by gnomes.

Mardokosh, the Sunspear, is the weapon of the coldbloods, swamp dwellers. It is the enemy of the walking dead and drives them away.

The book also presents a template, Beast of Mighty Burden. It is to be applied to any animal or giant to create larger creature to pull one of these great engines.

Overall, the book presents some very interesting ideas for some truly frightening powerful items. It would have been nice to see more of them described or at least hinted at. The book does the job of covering an area that has not been covered which is getting hard to do with all the books and supplements that have been written.
 

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Would you use any of them in a campaign?

Are there any rules on making your own mighty engines?

What are the game mechanics like? Would they work in low-magic campaigns or are they tied to higher magic settings?
 

Yes, I would use them in a campaign. I really like items like these to use as plot devices.

There are no rules for creating items like these.

The mechanics are powerful. In a low magic world, they could work, they would just be that much more scarey.

Like the Word of God has one ability to create a sonic 100' cone that does 10d6 living creatures and 25d6 to constructs and structures. It by passes SR, hardness, and spell immunities but not resistances. It also stunns and deafens for 4d6 rounds, Fort save of 23 to half damage and deafness, and negate stunning. Good creatures get a +4, evil ones get a -4 to the save. That's only one of its abilities and it can only be done 1/hour.
 

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