Dungeon Master's Guide
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dl 00<br />
Property<br />
76-80 When you become attuned -o: e artifact, one<br />
of your ability scores is reduced ':>Y 2 at random.<br />
A greater restoration spel restores he ability to<br />
normal.<br />
81-85 Each time you become attuned to the artifact,<br />
you age 3d10 years. You must succeed on a DC 10<br />
Constitution saving throw or die from the shock. If<br />
you die, you are instantly tra nsfo rm ed into a wight<br />
(see the Monster Manual ) under the OM 's control<br />
that is sworn to protect the artifact.<br />
86-90 While attuned to the artifact, you lose the ability to<br />
speak.<br />
91 - 95 While attuned to the artifact, you have vulnerability<br />
to all damage.<br />
96-00 When you become attuned to the artifact, there is<br />
a 10 percent chance that you attract the attention<br />
of a god that sends an avatar to wrest the artifact<br />
from you. The avatar has the same alignment as its<br />
creator and the statistics of an empyrean (see the<br />
Monster Manual). Once it obtains the artifact, the<br />
avatar vanishes.<br />
DESTROYING ARTIFACTS<br />
An artifact must be destroyed in some special way.<br />
Otherwise, it is impervious to damage.<br />
Each artifact has a weakness by which its creation<br />
can be undone. Learning this weakness might require<br />
extensive research or the successful completion of a<br />
quest. The DM decides how a particular artifact can be<br />
destroyed. Some suggestions are provided here:<br />
The artifact must be melted down in the volcano,<br />
forge, or crucible in which it was created.<br />
The artifact must be dropped into the River Styx.<br />
The artifact must be swallowed and digested by the<br />
tarrasque or some other ancient creature.<br />
The artifact must be bathed in the blood of a god<br />
or an angel.<br />
The artifact must be struck and shattered by a special<br />
weapon crafted for that purpose.<br />
The artifact must be pulverized between the titanic<br />
gears of Mechanus.<br />
The artifact must be returned to its creator, who can<br />
destroy it by touch.<br />
the blazing heart of a great volcano. With the aid of<br />
:\1oradin, the dwarven god of creation, he first crafted<br />
four great tools: the Brutal Pick, the Earthheart Forge,<br />
the Anvil of Songs, and the Shaping Hammer. With<br />
them, he forged the Axe of the Dwarvish Lords.<br />
Armed with the artifact, the prince returned to the<br />
dwarf clans and brought peace. His axe ended grudges<br />
and answered slights. The clans became allies, and<br />
they threw back their enemies and enjoyed an era<br />
of prosperity. This young dwarf is remembered as<br />
the First King. When he became old, he passed the<br />
weapon, which had become his badge of office, to his<br />
heir. The rightful inheritors passed the axe on for many<br />
generations.<br />
Later, in a dark era marked by treachery and<br />
wickedness, the axe was lost in a bloody civil war<br />
fomented by greed for its power and the status it<br />
bestowed. Centuries later, the dwarves still search for<br />
the axe, and many adventurers have made careers of<br />
chasing after rumors and plundering old vaults to find it.<br />
Magic Weapon. The Axe of the Dwarvish Lords is<br />
a magic weapon that grants a +3 bonus to attack and<br />
damage rolls made with it. The axe also functions as a<br />
belt of dwarvenkind, a dwarven thrower, and a sword of<br />
sharpness.<br />
Random Properties. The axe has the following<br />
randomly determined properties:<br />
2 minor beneficial properties<br />
1 major beneficial property<br />
• 2 minor detrimental properties<br />
SAMPLE ARTIFACTS<br />
The artifacts presented here have appeared in one or<br />
more of D&D worlds. Use them as guides when creating<br />
your own artifacts, or modify them as you see fit.<br />
AxE OF T H E D WARVISH LORDS<br />
Weapon (battleaxe), artifact (requires attunement)<br />
eeing the peril his people faced, a young dwarf prince<br />
came to believe that his people needed something to<br />
unite them. Thus, he set out to forge a weapon that<br />
would be such a symbol.<br />
Venturing deep under the mountains, deeper than<br />
any dwarf had ever delved, the young prince came to<br />
Axe oF THE<br />
DwARviSH LoRDS