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Title: Book of Artifacts (Advanced Dungeons & Dragons/Rulebook) by David "Zeb" Cook ISBN: 1-56076-672-7 Publisher: Wizards of the Coast Pub. Date: 01 October, 1993 Format: Hardcover List Price(USD): $20.00 |
Average Customer Rating: 4.14 (7 reviews)
Rating: 4
Summary: Used with care, provides the creative DM with great ideas
Comment: Few books will change your campaign as much as the Book of Artifacts. If your characters have progressed to the degree of mastery that allows them to challenge the great powers of the multi-verse (demon lords, elder dragons, arch-devils, demigods, etc.), why not give them a REAL challenge? This book details the creation of artifacts (this in itself will launch your campaign into the world of legends), curses, creating non-artifact magical items (invaluable!), recharging magic items (finally), artifact powers, and more. The rest of the book gives full, elaborate details on a myriad of wondrous artifacts - their history, sage, powers, destruction, curses, and stories. Featured items include Baba Yaga's Hut, Eye and Hand of Vecna, Johydee's Mask, Mace of St. Cuthbert (beware Iuz!), Orbs of Dragonkind, Rod of Seven Parts, Sword of Kas, and much more. A lavish book that is filled with wonderful ideas - even if you don't want to introduce artifacts to your campaign, the evocative treatments will surely inspire you to create your own exciting new adventures based around the arcane magical items of your world. A classic!
Rating: 5
Summary: Your players will hate you for this
Comment: Simply because bringing in an artifact means that of the party, probably 1 or 2 will remain. They rest will suffer the artifact curse, get assasinated, framed and beheaded, etc etc.
Why any sane fellow would even touch an artifact with a 10 foot pole, i cannot understand. Of course player characters are not sane people so, if the party is getting bored, just drop an artifact into some poor party member's hand, preferably the scepter of the gods (or some thereabouts) and watch the fun. Personally i find the jacinth of inestimatible beauty to be great fun.
Rating: 4
Summary: One artifact per campaign, please
Comment: I liked this book. You can use one artifact and structure a whole campaign around finding and/or destroying the thing. The rest of the book you can use as generic Bard's tales, provided your party's not so jaded that they interrupt your story to say, "Oh, he's talking about the Eye of Vecna (or is it Venca?)! Let's go find it."
I'm not quite sure why they kept the random powers for most of these artifacts. Is there some rule that says that if you're not rolling dice, you're not playing D&D? Most of these artifacts are centuries old. I would think that they would have powers that were more constant, not different every time someone new found them.
Fun book. Good items. Lots of room for abuse, but I don't feel the need to proselytize game balance right now. That could be because I'm being slowly dominated by the Dice of Mort the Mad PowerGamer.
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Title: Tome of Magic: Dungeons & Dragons (Advanced Dungeon and Dragons/2nd Edition : Accessory Rule Book) by David Cook ISBN: 1560761075 Publisher: TSR Pub. Date: 01 June, 1991 List Price(USD): $20.00 |
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Title: The Players Handbook: Advanced Dungeons and Dragons Second Edition by David "Zeb" Cook ISBN: 0880387165 Publisher: TSR Pub. Date: 01 March, 1989 List Price(USD): $20.00 |
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Title: Encyclopedia Magica, Vol. 4: S-Z & Index Access by Dale "Slade" Henson ISBN: 0786902892 Publisher: TSR Pub. Date: 01 November, 1995 List Price(USD): $25.00 |
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Title: Dungeon Master Option: High-Level Campaigns (Advanced Dungeons & Dragons : World of Adventure Rulebook) by Skip Williams, Jeff Easley ISBN: 0786901683 Publisher: Wizards of the Coast Pub. Date: 01 August, 1995 List Price(USD): $20.00 |
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Title: Monstrous Manual (Advanced Dungeons and Dragons, 2nd Edition) by Doug Stewart ISBN: 1560766190 Publisher: TSR Pub. Date: 01 June, 1993 List Price(USD): $29.95 |
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