Friday 26 July 2024

Minor Artefacts and Relics of Mystara

Book of Vergilloss Source


Artefacts in General

The following items are considered both powerful and of great religious significance. Although some of them were crafted with the intention of being magic items, their real importance comes from their close association with somebody who has transcended from mortality into immortality, as a saint, exalted or chaos prince. Beyond the items’ immediate magical effects they are held in great esteem by the followers of the original owner who ascended - they are concrete evidence of the acendant’s new power and divinity. Some of them are held in secure shrines, only being taken out and used or shown to common folk on special occasions or emergencies. Others have been lost, waiting to be reclaimed.

There are some unique magic items that are almost but not quite artefacts. These include the Screaming Standard and the dread sword Widowmaker both found in Kamroth’s Cairn. These are both difficult to destroy and are both powerful items in their own right. But they do not have the close association with an ascended immortal (Kamroth, who used both items, never became a Chaos Prince, despite his efforts). Such items are sometimes known as quasi-artefacts.

In terms of game rules there are 2 main approaches to artefacts - the AD&D approach and the Masters Rules approach. In both cases there seems to be an expectation that the artefact should have a long list of powers (decided by the DM), some of which may end up being irrelevant to either the artefact's origins or current use, as well as drawbacks/penalties and means of destruction. In this post I am ignoring the power points (PP) used in the Masters Rules. I have decided in most cases here not to give each artefact a long list of powers but to tailor its use to how it was used by the immortal that possessed it. These are meant to be minor artefacts and relics - long lists of powers regulated by power points can always be used for major relics and artefacts. Similarly the drawback I have chosen is often a forcible shift in attitude towards the outlook of the immortal, at least in one particular aspect. Anyone using these artefacts is effectively coming into contact with the immortal's power and this will inevitably influence ones behaviour.  Destroying an artefact is never easy, and in some cases there is only one very specific and typically nigh-impossible method. The exact method for each artefact is not given here, but I am sure that DMs can come up with their own equivalent of casting it into the fires of Mount Doom. 

The introduction of artefacts should not be happenstance - despite tables in the 1st Edition DMG there is no chance of encountering an artefact as yet another random magic item in a treasure hoard. Finding an artefact should require at least a significant adventure, perhaps even a campaign. So should these be limited to 30th to 36th level characters? After all as far as BECMI is concerned, artefacts are introduced in the Masters Rules. I would give each artefact a suggested minimum level. If a character is below that minimum then they simply do not encounter it. Or perhaps they find it but cannot use any of its powers. There is also the possibility of artefacts allowing higher level characters to access certain powers and effects that low-level characters cannot access, a sort of tiered approach. There may well be other restrictions such as alignment, class, gender, race and the like - immortals and their artefacts can be quite picky about who can use their tremendous powers. 

Some artefacts will have their own sentience, and like some intelligent swords, have their own ideas of what they should do. Others are tools of the immortal that imbued it with power, and the connection with that immortal means that the immortal will keep an eye on how the artefact is being used, and either enable or disable the powers of the artefact depending on their judgement of the current wielder.  

Artefacts of the Known World

The Hammer of Hurothain: This is a warhammer that was wielded by the dwarven warrior-saint Hurothain. It was carried by a succession of dwarven patriarchs as both a powerful weapon and a demonstration of their high standing. However, one patriarch took it along to Tarrag Duun, shortly before that stronghold fell. There are conflicting rumours about where it might be now. Some dwarves reckon it is still deep inside the lower levels of Tarrag Duun. Others believe the patriarch with the Hammer of Hurothain marched out with the dwarven army only to be ambushed by frost giants and their humanoid allies. The hammer was taken as a trophy by a frost giant chief and is now in the Tomb of the Frost Shamans
Requirements for use: Wielder must be a Lawful dwarf of at least 6th level, either a dwarf warrior or dwarf cleric. Hurothain reserves the right to restrict powers if the wielder behaves badly towards other dwarves or brings dwarves into disrepute. Hurothain believes those who wield the warhammer should set a good example for other dwarves to follow. 

  • For wielders of 6th - 11th level the warhammer acts as a warhammer +3 of throwing that does 2d6 +3 damage per hit (plus strength bonuses). Futhermore the wielder can use the hammer to detect enemies as if Detect Evil (60ft range) 1/round and also Detect Traps 1/turn. 
  • For wielders of 12th level the warhammer acts as a warhammer +4 of throwing that does 3d6 +4 damage per hit (plus strength bonuses). As well as Detect Evil and Detect Traps, the wielder may also use Commune spell 1/day and also 1/day cast Fear spell on all chaotic humanoids within 60ft radius.  
  • The Hammer of Hurothain always radiates what the dwarves call an anti-wizard zone, 20ft radius. In this zone magic user spells and items that replicate magic user spells do not work. Furthermore magic user spells cast from outside this zone but targetting someone in the zone are neutralised when they reach the zone. Clerical magic and monstrous magical abilities are not affected.  
  • Any wielder of the Hammer of Hurothain feels increasingly compelled to seek out and destroy the enemies of Kagyar, patron immortal of the dwarves. This starts off with suggested ideas but the longer the character wields the hammer, the more it becomes a compulsion like a Quest spell. 

The Robe of Saint Askelon the Healer is found in Corunglain in the temple of the lawful saint of the same name. It is usually kept in a magically protected vault downstairs in a sidechamber to the crypt, and is only brought out once a year or in dire emergencies. It is a simple white woollen robe similar to a priests's cassock that fits almost any human.  
Requirements for use: The wearer must be a Lawful or Neutral cleric, either human or dwarf, of 10th level or higher. 

  • For wearers of 10th-19th level the robe enables them to cast Cure Light Wounds 1/round, Cure Moderate Wounds 1/hour and Cure Disease 1/hour.  The robe provides the wearer with an effective AC of 0 without any encumbrance from wearing the robe and the robe also gives the wearer +5 to all saving throws and regeneration of 3hp/round unless reduced to -10 hp or below. 
  • For wearers of 20th level and above the robe also enables them to cast Circle of Regeneration 1/hour, Neutralise Poison 1/hour and Restore 1/day and also provides immunity from both energy level drain (such as from undead) and also immunity to death magic (clerical spells Finger of Death and Obliteration and the mage spells Death Spell and Power Word Kill are all negated by the robe). 
  • The wearer of the robe becomes increasingly pacifist in their outlook and more reluctant to hurt other creatures. For every week the robe is worn, the wearer gets -1 to hit and damage. After a month or so it stabilizes at -6 to hit and damage. 

Treggel’s Executioner: This battleaxe was the favoured weapon of a champion of Chaos, a mighty and terrifying warrior who ascended to become a Chaos Prince. Futhermore it whispers dark ideas to anyone foolhardy enough to wield it. Any lawful creature that touches the weapon (whether hit in combat or simply trying to pick the axe up) must save vs paralysation or be paralysed for 1d4 hours.  
Requirements for use: The wielder must be a Chaotic Fighter of 10th level or higher

  • Wielders of levels 10-20: Treggel's Executioner  functions as a Battleaxe +4 +6 vs lawful creatures. On a natural (unadjusted) 20 to hit the axe decapitates the target. For anything except a construct or a troll this means instant death (similar to a Vorpal sword). 
  • Wielders of at least 21st level: Treggel's Executioner is intelligent and has Intelligence 15, Ego 18 with a special purpose of slaying lawful creatures. 
  • The axe also has a malevolent desire to slay as many creatures as it can and to taste their blood on its blade, and any wielder gradually shares this bloodlust. The wielder becomes akin to a berserker, unable to withdraw from an active battle and not always able to tell ally from foe. A wisdom check is needed to tell friend from foe in the middle of a battle.  

Art by Dyson Logos, Source

The Abacus of Bassallia was used by Bassallia while she was a mortal merchant prince in Darokin. She gave it to one of her proteges shortly before she ascended to become an Exemplar. It is useless in combat but when used for an hour in a quiet office or study it allows the user to understand the current supplies and demands of any city over 5000 inhabitants, including which goods are going cheap and which goods command a high price. So for example if the user focuses on Selenica while studying the abacus they might find that spices and scroll-writing supplies are in high demand but copper from nearby mountains is plentiful and cheap. It cannot predict the future, only current trade conditions. Furthermore for each week the user possesses the abacus they gain 1 level in the Darokin Merchant class, up to level 10 after 10 weeks. These levels are lost if the user loses possession of the abacus, losing 1 level per week. The abacus is believed to be in possession of one of the heads of a powerful merchant house of Darokin who uses it regularly to spot profitable opportunities. The downside is the user becomes increasingly obsessed with business and profit, with romance, patriotism, religion, family and friends no longer seeming important. 
Source

The Book of Vergilloss: Gifted to Ashtarath, one of the most powerful Arvorian Arcane Knights by the Scion of the Outer Dark known as Vergillos. Ashtarath himself ascended to become a Chaos Prince and imbued some of his own essence into the book along with that of his otherworldly patron, Vergilloss. This book contains the rituals necessary to open interdimensional portals to the prisons where the Scions of the Outer Dark are held. The book is externally of normal size yet it contains far more pages than its closed size would suggest - dimensional magic is used to include many more pages than the normal 3 dimensions would allow. This artefact is closely guarded by the most powerful Arvorians as it is key to their overall strategy of bringing their abominable masters into Mystara to destroy the other races, especially the hated successors to Blackmoor, the humans. 
Requirements for use: The reader must be an Arvorian Arcane Knight or human Magic User of at least 12th level. 

  • For readers of 12th-24th level the Book of Vergilloss contains all the spells in the Rules Cyclopedia, which the reader may prepare and memorise as normal (character level restrictions to how many spells of what level still apply). Furthermore the book contains many non-standard spells that may not have been encountered before. 
  • For readers of 25th level and higher the book contains rituals that enable psychic contact with and even summoning of the dreaded Scions of the Outer Dark. It is fortunate for everyone else that these rituals require large numbers of Eldritch Crystals for their successful consumation. 
  • The price of using the book is insanity. Over a period of months the reader will become increasingly paranoid and detached from reality. How this manifests in game play will vary but those who have held onto the Book of Vergilloss will be troubled by delusions of grandeur, obsessive manias and a paranoid fear that everyone is out to get them and to steal the book from them. 



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