The DMG says that only about half of them work, but thats sill 24,000 combinations.Usually artifacts are items of incredible power and they give abilities that your characters could only dream of.Theyve been around since 1e, but the focus has moved away from a long list of artifacts with rich histories and detailed descriptions, to a smaller number of items (still with amazing backgrounds), with the focus on letting DMs be able to create their own artifacts, relic and intelligent items.
Thats pretty cool. But lets go back and take a look at some of these amazing items throughout the editions from 1e an see how they influenced the artifacts of today. ![]() So instead, we have grabbed a few of our favorite artifacts from the various editions and want to share them with you Hopefully you can throw a few of these in your own campaigns Artifacts in ADD Machine of Lum the Mad Perhaps this strange device was built by gods long forgotten and survived the eons since their passing, for it is incredibly ancient and of workmanship unlike anything known today. The Machine was used by Baron Lum to build an empire, but what has since become of this ponderous mechanism none can say. Legends report that it has 60 levers, 40 dials, and 20 switches (but only about one-half still function). Singly or in combination, these controls will generate all sorts of powers and effects. The Machine is delicate, intricate, bulky and very heavy (5,500 pounds). It cannot be moved normally, and any serious jolt will set off and then destroy 1-4 functions of the artifact which can never be restored. It has a booth of a size suitable for 4 man-sized creatures (4 X 5 X 7) to stand inside, and if a creature or object is placed therein and the Machines controls are worked, something might happen. You must matrix the 60 levers, 40 dials, and 20 switches, showing which will perform functions. You may apt to include powers andor effects of your own devising: 15 Minor Benign Powers, 15 Major Benign Powers, 10 Minor Malevolent Powers, 10 Major Malevolent Powers, 15 Prime Powers, 5 Side Effects. The cool thing about the artifacts in ADD is that since the game was in its infancy, Gygax and crew could make up whatever they wanted with whatever background they felt like, and the Machine of Mad the Lum is a great example of that as well as being one of our favorites. Upon first reading the description of this artifact, you can picture a big organ like musical device, but realize that wasnt what they were describing at all. I think it was based more on the first giant computers, with a large phone booth attached to it for people to stand in. ![]() It has a ridiculous number of levers, dials and switches and, as stated, is stupid heavy. To put into perspective, that is approximately the same weight as your average Large Truck or SUV. So how the hell do you move this thing Going through the ADD spell list isnt much help. ![]() You cant teleport it, since that spell also has a weight limit youd never reach (250 lbs 150 lbs for each level over 10th). Even making friends with a giant to have them help you move it wouldnt work, although you could get 3 of them to help you but giants arent know for their delicate nature, and as described above, it breaks easily. I guess you could cast wish and have it transported to a location and that seems like the only real way to do it without risking the machine. The list of powers that the Machine has are quite extensive, and the DM had even more options available to him considering there are 48,000 combinations you could come up with based on the number of levels, dials, and switches.
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