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Artifacts of the Stolen Lands.

Posted by AkalFor group 0
Akal
GM, 117 posts
Fri 12 Jul 2013
at 00:17
  • msg #1

Artifacts of the Stolen Lands

Below is a list of some of the most potent or famous arms and armor that the lords and ladies of the Stolen Lands have encountered in their travels.

The Stag Lord’s Helm
Aura faint divination; CL 5th
Slot head; Price 3,500 gp; Weight 3 lbs.

Description
This striking helmet is crafted to resemble the skull of a
mighty stag. Although made from bone, the antlers and
helm are as strong as metal. When worn, the helm greatly
enhances eyesight and hearing, granting a +2 competence
bonus on Perception checks. In addition, once per day the
helm may be called upon to enhance any ranged attack
made by the wearer to make an insightful shot. Activating
this ability is a free action, and once activated, your next
ranged attack against a target within 30 feet is made as if
that target were flat-footed against you—this allows a rogue
to gain the benefit of sneak attack with this shot. If you don’t
make a ranged attack within 1 round of activating this power,
the insight fades and is wasted for that day.
A worshiper of Erastil who wears this helm may utilize the
insightful shot ability up to 3 times per day.



Cwm Glas
Aura faint divination and necromancy; CL 20th
Slot N/A; Price 18,350 gp; Weight 6 lbs.



Description
An ancient greatsword nodachi of the style favored by
the barbarians of Iobaria, the blade's edge remains wicked sharp
despite centuries entombed with its master. Though it was once
powerfully enchanted to battle fey creatures, during its
long rest was damaged, and many of its powers have gone dormant.

Warrior of the Lonely Barrow
The Lonely Barrow is the final resting place of an ancient
barbarian warlord, his name long lost to history, who was
interred in this crypt. Although the warlord was laid to rest
in an impressive tomb along with his loyal guardsmen, the
greedy brother who succeeded him claimed his fallen kin’s
magic weapon as his own, neglecting to bury the warlord
with his trusty weapon, Cwm Glas. Angered at this blasphemy and
the desecration of his remains, the warlord’s spirit rose
as an undead menace not long after. He sought out the
treacherous brother, and although the stolen weapon
became broken in the fight that followed, the undead
warlord succeeded in killing the brother and returned to
this cairn with his reclaimed weapon; he has stood eternal
guard over his tomb ever since.

Current powers discovered:
• Cold Iron
• +3 enchantment
• Read Thoughts (1/day)
• Diminish Plants (1/day)
• Obscuring Mist (1/day)
• Scare (At will)



Oculus of Abaddon (Minor Artifact)
Aura overwhelming conjuration, divination, and necromancy;
CL 20th
Slot eye; Weight 1 lb.

Description
An oculus of Abaddon is a potent artifact rumored to have been
created by one of the Four Horsemen of the Apocalypse as a
way to reward those who work as their agents on the Material
Plane. More likely, these items were crafted by a powerful pre-
Earthfall race that has long since moved on, leaving behind
these dangerous artifacts to tempt mortals into serving the
needs of the Horsemen.

An oculus of Abaddon appears as a sphere of clear crystal
that contains a pinpoint of flickering red light at its center.
When held, the oculus feels warm to the touch and fills the
holder with a sudden desire to pluck out an eye and place the
oculus within the socket—this causes 1d8 points of damage, 1
point of bleed damage, and 2 points of Constitution damage.

Once placed in an eye socket, the oculus can only be removed
by ripping it free (causing the same amount of damage as
the initial plucking). An oculus placed in an empty eye socket
immediately heals all damage caused by plucking the previous
eye out. Once placed, an oculus allows its new owner to utilize
its powers, as listed below.

• Darkvision to a range of 120 feet (constant)
• True seeing once per day as a free action
• Greater scrying three times per week
• Planar binding once per month (only to summon natives of
Abaddon, such as daemons or soul eaters)
• Familiar farsight at will (if the user has a familiar or an
animal companion, he may use clairaudience/clairvoyance
to observe the world through his familiar, despite any
intervening distance as long as he and the familiar are on
the same plane)

The oculus of Abaddon’s greatest power, though, is its
haunting beckon. This ability is usable once per year, and
allows the user to manipulate the minds of a huge number of
targets, provided that the end goal of the manipulation is a
tragic or otherwise horrific fate for those being manipulated.
This functions as mass charm monster, but with a range of 1
mile, and establishes a telepathic link between the caster and
all minds in that area. The effects are still language-dependant
despite this telepathy—creatures without the ability to
understand language (typically, creatures with an Intelligence
score of 2 or lower) are unaffected. All other creatures are
automatically affected unless they have 6 or more HD, in
which case they are unaffected.
Spell resistance applies regardless of HD.

The oculus of Abaddon is powerfully neutral evil and
possesses a limited and hateful intellect of its own. While not
capable of communicating directly with its owner, it refuses to
activate its powers for any user who is not neutral evil.

Destruction
<not yet discovered>


Vordekai's Eye of the Void
Aura moderate necromancy; CL 9th; Weight 1 lb.
Slot none; Price 10,000 gp

Description
The eye of the void normally appears to be a small black glass or crystal ball 3 to 4 inches in diameter. However, when commanded to open, the eye reveals itself as the terrifying, multi-pupilled eye of some abomination from the dark spaces between the stars. Once per day, the bearer may hold the eye and speak one of two command words to open the eye. The first word creates a gaze effect in a 30-foot cone. The second word creates a gaze effect in a 15-foot sphere. Each creature subject to the gaze must make a DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mind-affecting fear effect.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, fear; Cost 5,000 gp
This message was last edited by the GM at 23:55, Sun 27 Sept 2015.
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