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C R E D I T S

Visit our website at www.wizards.com/dnd

D E S I G N

BRUCE R. CORDELL, KOLJA RAVEN LIQUETTE, TRAVIS STOUT

A D D I T I O N A L D E S I G N

JENNIFER CLARKE WILKES

D E V E L O P M E N T T E A M

ANDY COLLINS, BRUCE R. CORDELL, STEPHEN SCHUBERT

E D I T O R S

JENNIFER CLARKE WILKES, CHRIS SIMS

M A N A G I N G E D I T O R

CHRIS THOMASSON

E D I T I N G M A N A G E R

KIM MOHAN

D E S I G N M A N A G E R

CHRISTOPHER PERKINS

D E V E L O P M E N T M A N A G E R

JESSE DECKER

D I R E C T O R O F R P G R & D

BILL SLAVICSEK

S E N I O R A R T D I R E C T O R , D & D

STACY LONGSTREET

C O V E R A R T I S T

HENRY HIGGINBOTHAM

I N T E R I O R A R T I S T S

STEVEN BELLEDIN, DENNIS CRABAPPLE, JEFF EASLEY, WAYNE ENGLAND, FRED HOOPER, DOUG KOVACS, DAVID MARTIN, JIM NELSON, WILLIAM O’CONNOR, MICHAEL PHILLIPPI, WAYNE REYNOLDS, DAN SCOTT, FRANZ VOHWINKEL

G R A P H I C D E S I G N E R S

DEE BARNETT, KARIN JAQUES

C A R T O G R A P H E R

MIKE SCHLEY

G R A P H I C P RODU C T I ON S P E C I A L I S T

ERIN DORRIES

I M A G E T E C H N I C I A N

JASON WILEY

P R O D U C T I O N M A N A G E R S

JOSH FISCHER, RANDALL CREWS

Special Thanks: Andre “Ziggy” Byrne, Barbara Liquette, Andy Poon, Richard Stephenson.

Resources: Complete Adventurer by Jesse Decker; Complete Arcane by Richard Baker; Complete Warrior by Andy Collins, David Noonan, and Ed Stark; EBERRON Campaign Setting by Keith Baker, Bill Slavicsek, and James Wyatt; Epic Level Handbook by Andy Collins and Bruce R. Cordell; Expanded Psionics Handbook by Bruce R. Cordell; Faiths and Pantheons by Eric L. Boyd and Erik Mona; FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo; Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt; Races of Stone by David Noonan, Jesse Decker, and Michelle Lyons; Races of the Wild by Skip Williams; Unapproachable East by Richard Baker, Matt Forbeck, and Sean K Reynolds; Underdark by Bruce R. Cordell, Gwendolyn F.M. Kestrel, and Jeff Quick.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS

game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This product uses updated material from the v.3.5 revision.

This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in

any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Weapons of Legacy, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the USA. ©2005 Wizards of the Coast, Inc.

620-17862000-001-EN9 8 7 6 5 4 3 2 1

ISBN-10: 0-7869-3688-6 First Printing: July 2005 ISBN-13: 978-0-7869-3688-5

U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICAWizards of the Coast, Inc.P.O. Box 707Renton WA 98057-0707+1-800-324-6496

EUROPEAN HEADQUARTERSHasbro UK Ltd

Caswell WayNewport, Gwent NP9 0YH

GREAT BRITAINPlease keep this address for your records

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ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

More than Meets the Eye . . . . . . . . . . . . . . . . . . .4What’s Inside . . . . . . . . . . . . . . . . . . . . . . . . . . .4What You Need to Play . . . . . . . . . . . . . . . . . .4

Chapter 1: The Legacy . . . . . . . . . . . . . . . . . . . . . . .5What Is a Weapon of Legacy? . . . . . . . . . . . . . . .5

Why Use Items of Legacy? . . . . . . . . . . . . . . .6Items of Legacy in Your Game . . . . . . . . . . . . . .6

Introducing Legacy Items . . . . . . . . . . . . . . .6Artifact or Legacy Item? . . . . . . . . . . . . . . . . .6Designing Legacy Adventures . . . . . . . . . . .7Wielding an Item of Legacy . . . . . . . . . . . . . .9Summary: Discovering a Legacy Weapon . . . . . . . . . . . . . . . . . . . . . . .9

Legacy against Legacy . . . . . . . . . . . . . . . . . . . . .11A Legacy Defeated . . . . . . . . . . . . . . . . . . . . . .11Enhancing an Item of Legacy . . . . . . . . . . .11

Chapter 2: Heroes of Legacy . . . . . . . . . . . . . . .13Legacy Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13

Channel Legacy . . . . . . . . . . . . . . . . . . . . . . . .13Curative Legacy . . . . . . . . . . . . . . . . . . . . . . . .14Empower Legacy . . . . . . . . . . . . . . . . . . . . . . .14Greater Legacy . . . . . . . . . . . . . . . . . . . . . . . . .14Least Legacy . . . . . . . . . . . . . . . . . . . . . . . . . . .14Legacy Focus . . . . . . . . . . . . . . . . . . . . . . . . . . .15Lesser Legacy . . . . . . . . . . . . . . . . . . . . . . . . . .15Master Legacy . . . . . . . . . . . . . . . . . . . . . . . . . .15Quicken Legacy . . . . . . . . . . . . . . . . . . . . . . . .15Swift and Immediate Actions . . . . . . . . . . .15Transfer Legacy . . . . . . . . . . . . . . . . . . . . . . . .16

Spells of Legacy . . . . . . . . . . . . . . . . . . . . . . . . . . .16Spell Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16

Legacy Psionic Powers . . . . . . . . . . . . . . . . . . . . .18Prestige Class: Legacy Champion . . . . . . . . . .19

Chapter 3: Items of Legacy . . . . . . . . . . . . . . . . .23Reading the Legacy Item Entries . . . . . . . . . .23

Reading the Statistics Block . . . . . . . . . . . .25Legacy Item Descriptions . . . . . . . . . . . . . . . . .28Bloodcrier’s Hammer . . . . . . . . . . . . . . . . . . . . .29

New Feat: Monkey Grip . . . . . . . . . . . . . . . .29Bones of Li-Peng . . . . . . . . . . . . . . . . . . . . . . . . . .33Bow of the Black Archer . . . . . . . . . . . . . . . . . . .36

Shevarash, the Black Archer . . . . . . . . . . . .38Bright Evening Star . . . . . . . . . . . . . . . . . . . . . . .40Bullybasher’s Gauntlets . . . . . . . . . . . . . . . . . . . .43

The Streetfi ghter and Bullybasher’s Gauntlets . . . . . . . . . . . . . .46

Caladbolg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47Caput Mortuum . . . . . . . . . . . . . . . . . . . . . . . . . . .50

Alternative Progression for Caput Mortuum . . . . . . . . . . . . . . . . . .51

Celdoriath’s Clarion . . . . . . . . . . . . . . . . . . . . . . .53Coral’s Bite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57

Variant: Greater Legacy Abilities for Coral’s Bite . . . . . . . . . . . . . . . . . . . . . . .58

Crimson Ruination . . . . . . . . . . . . . . . . . . . . . . .61Desert Wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64Devious and Vicious . . . . . . . . . . . . . . . . . . . . . .67Divine Spark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72Durindana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75Dymondheart . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78Exordius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80

Amulet of Death’s Calling . . . . . . . . . . . . . .82

Fiendkiller’s Flail . . . . . . . . . . . . . . . . . . . . . . . . .83Variant: Greater Legacy Abilities for Fiendkiller’s Flail . . . . . . . . . . . . . . . . .84

Flamecaster’s Bolt . . . . . . . . . . . . . . . . . . . . . . . . .86Flamecaster’s Bolt in Faerûn . . . . . . . . . . . .89

Flay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90Frostburn’s Wrath . . . . . . . . . . . . . . . . . . . . . . . . .93Full Moon’s Trick . . . . . . . . . . . . . . . . . . . . . . . . .96

Full Moon’s Trick in Eberron . . . . . . . . . . .98Ghostfolly’s Gloves . . . . . . . . . . . . . . . . . . . . . . . .99Guurgal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103Hammer of Witches . . . . . . . . . . . . . . . . . . . . . 106Infi ltrator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109Lorestealer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112Mau-Jehe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114

Mau-Jehe as a Mind Blade . . . . . . . . . . . . . 115Merikel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117Mindsplinter . . . . . . . . . . . . . . . . . . . . . . . . . . . 120Notched Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 124Planeshifter’s Knife . . . . . . . . . . . . . . . . . . . . . 126Quickspur’s Ally . . . . . . . . . . . . . . . . . . . . . . . . 129

How to Handle a Joust . . . . . . . . . . . . . . . . 132Rod of Trimeg . . . . . . . . . . . . . . . . . . . . . . . . . . 133Scales of Balance . . . . . . . . . . . . . . . . . . . . . . . . 136Scarab of Aradros . . . . . . . . . . . . . . . . . . . . . . . 139

The Scarab of Aradros in Eberron . . . . . 140Shishi-O . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141Simple Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144

Zen Archery . . . . . . . . . . . . . . . . . . . . . . . . . .145Skull Lash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147Sling of the Dire Wind . . . . . . . . . . . . . . . . . . 150

Useful Feats for Sling Wielders . . . . . . . 153Staff of the Torrent Moons . . . . . . . . . . . . . . . 154

The Twin Tides Monastery . . . . . . . . . . . . 156Stalker’s Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 158Steadfast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160

Halfl ing Outriders and Steadfast . . . . . . .161Stormchaser’s Cudgel . . . . . . . . . . . . . . . . . . . .163Thanifex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166Treebrother . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169

Treebrother in Eberron . . . . . . . . . . . . . . . 172Treebrother in Faerûn . . . . . . . . . . . . . . . . 172

Ur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173Alternative Histories of Ur . . . . . . . . . . . .175

Wargird’s Armor . . . . . . . . . . . . . . . . . . . . . . . . .176

Chapter 4: Founding Legacies . . . . . . . . . . . 179Founding Legacy Items . . . . . . . . . . . . . . . . . 179

The Decision . . . . . . . . . . . . . . . . . . . . . . . . . 180The Founding Event . . . . . . . . . . . . . . . . . . 180Summary: Founding Legacy Items . . . . 180The Candidate Item . . . . . . . . . . . . . . . . . . 181Designing Founding Rituals . . . . . . . . . . 181Behind the Curtain: Legacy Item Founding Restrictions . . . . . . . . . . . . . 181

General Legacy Ritual Examples . . . . . 182Assigning Legacy Abilities . . . . . . . . . . . . . . 183

Behind the Curtain: XP Costs for Founding Rituals . . . . . 183Omens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184Legacy Abilities . . . . . . . . . . . . . . . . . . . . . . 184

Setting Costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184Sample Cost Progressions . . . . . . . . . . . . . 184Example Legacy Item Design . . . . . . . . . 187

Legacy Ability Menus . . . . . . . . . . . . . . . . . . . 188Omen Menu . . . . . . . . . . . . . . . . . . . . . . . . . 188Ability Menu A (Least) . . . . . . . . . . . . . . . 188Ability Menu B (Least) . . . . . . . . . . . . . . . . 190Ability Menu C (Least) . . . . . . . . . . . . . . . 192Ability Menu D (Lesser) . . . . . . . . . . . . . . 193Ability Menu E (Lesser) . . . . . . . . . . . . . . . 195Ability Menu F (Lesser) . . . . . . . . . . . . . . . 197Ability Menu G (Greater) . . . . . . . . . . . . . 199Ability Menu H (Greater) . . . . . . . . . . . . . 201Ability Menu I (Greater) . . . . . . . . . . . . . . 203

Chapter 5: Optional Rules . . . . . . . . . . . . . . . 205Alternatives to Knowledge (History)

Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205Other Knowledge Skills . . . . . . . . . . . . . . 205Bardic Knowledge and Lore . . . . . . . . . . . 205Magical Divination . . . . . . . . . . . . . . . . . . . 206

Mutable Legacy Items . . . . . . . . . . . . . . . . . . . 206Designing a Mutable Item . . . . . . . . . . . . 206Using Variable Components . . . . . . . . . . 207

Dual Legacy Items . . . . . . . . . . . . . . . . . . . . . . 208Designing a Dual Legacy Item . . . . . . . . 208

Sharing a Legacy . . . . . . . . . . . . . . . . . . . . . . . . 208Monsters of Legacy . . . . . . . . . . . . . . . . . . . . . . .210

Ironheart, Servant of Fire . . . . . . . . . . . . .210Livonia Darktongue . . . . . . . . . . . . . . . . . . 211Shuluth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212Vhuuksssh the Destroyer . . . . . . . . . . . . . .214Creating a Monster of Legacy . . . . . . . . . 215

Standard Magic Items as Items of Legacy . . . . . . . . . . . . . . . . . . . . .216Converting Standard Magic Items to Legacy Items . . . . . . . . . . . . . . . . . . . . . . . .216Sample Item Conversions . . . . . . . . . . . . . 217Legacy Holy Avenger . . . . . . . . . . . . . . . . . 217Legacy Staff of Power . . . . . . . . . . . . . . . . . 217

Epic Legacies . . . . . . . . . . . . . . . . . . . . . . . . . . . 218Epic Legacy Rituals . . . . . . . . . . . . . . . . . . 219Assigning Epic Legacy Abilities and Costs . . . . . . . . . . . . . . . . . . . . . . . . . . 219Epic Legacy [Epic, Legacy] . . . . . . . . . . . . 219Epic Legacy Ability Menus . . . . . . . . . . . 220Example Epic Legacy Weapon: Bloodcrier’s Hammer . . . . . . . . . . . . . . 221

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IntroductionThe raging red eye wept hellfi re tears. Aedwar, called He of the Steely Heart, gazed into the heart of the inferno. The fiery portal returned the look—undaunted, uncaring. Chanting fiends surrounded and bolstered the portal’s appalling intrusion. Summoned by the Dire Cabal, the demons were immune to the threats of mortal steel and magic. With each syllable they repeated, the searing aperture yawned wider. But Aedwar had something that the Dire Cabal had not reckoned on. He of the Steely Heart f lipped back his cloak, revealed in grip a dull black blade, scribed with runes of grim promise. Once a blade of storied guile and soul-swallowing repute, it was now a blade redeemed. It was Exordius. White light streamed from Exordius’s edges, and rays of brilliant clarity fl ooded from the jewel in its pommel. The demons fl inched, and their chant faltered, but resumed a moment later. After all, what need had they to fear a mortal blade? While they maintained their rite, they were immune to the cuts and insults of all weapons, even those consecrated by the powers of good. But the dull black blade had a legacy behind it, a convoluted story of loss and gain, transformation and redemption. Exordius’s powers were not confi ned to the merely mortal, or even the merely good. Aedwar waded in, and as the slaughter began, the dull black blade began to glow as it drank in the lives of the foulest spirits of the Abyss. Such is the power of a weapon of legacy.

MORE THAN MEETS THE EYE

Mythic history is replete with tales of singular weapons of legendary champions, magic staffs of remarkable heritage, and rings that grant powers undreamed by most mortals. Such wonders stand in ability as far above standard magic items as a magic item surpasses its mundane counterpart. A ring of feather falling is a handy thing to have, but few would not give it up for Bright

Evening Star, whose radiance illuminates the darkness and sears its enemies. And who wouldn’t trade a +1 crossbow for the chance to wield Flamecaster’s Bolt, that storied weapon prized for its lethal sway over fi re? Finding these items of legacy, forged in the heat of momentous events and wielded by legendary heroes, is just the fi rst step. Prospective wielders must also learn how to unlock their powers before using them to their fullest capacity.

WHAT’S INSIDEWeapons of Legacy describes magic items that are more than what they seem, granting great power to those who can discover their nature. The fi rst chapters present the basic rules for items of legacy, as well as information for adding them to your campaign. They also detail a variety of options available to characters who wield legacy items, from feats to spells to a new prestige class. The book then offers forty-nine fully detailed items of legacy, including swords, staffs, and won-drous items. Full histories of each item are included, along with rituals to unlock their mysterious powers and adventure seeds to introduce them to a cam-paign. Sections on tailoring the items to a FORGOTTEN REALMS or EBERRON campaign are also provided in many cases. DMs and players then learn how to create cus-tomized items of legacy as their characters and campaigns evolve, as well as explore a range of variants on the legacy item rules, such as mutable legacies, epic legacy items, and even monsters that embody legacy abilities.

WHAT YOU NEED TO PLAYWeapons of Legacy is intended for use in any DUNGEONS & DRAGONS game. You will need the three D&D core rulebooks—Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. In addition, it includes references to material in the Epic Level Handbook, the Expanded Psionics Handbook, Complete Adventurer, Complete Warrior, and Races of the Wild, among other supplements. Although possession of any or all these supplements will enhance your enjoyment of this book, they are not strictly necessary.

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fter thousands of years of epic history over an infi nite and expanding stage of worlds and planes, certain stories still resound with mythical signifi cance. Of those, tales

of mighty weapons, relics of exceptional power, and artifacts of previous civilizations are especially potent. Who doesn’t thrill to the tale of Excalibur, the sword that can be drawn from the stone only by one worthy to rule? All shudder to think on the soul-drinking blade Stormbringer, and the price that its wielder must pay. So, too, do we read in awe of the One Ring, with its ability to confer on the wearer powers so vast that only those of already exceptional ability can unlock the ring’s potential. These are weapons of legacy. Many are items crafted in a long-ago age when legends walked the mortal world. These mighty tools have since been lost, secreted away, or destroyed, so that now they are no longer within the reach of mortals. Perhaps they are still among us, but unrecognized as the mighty relics once hailed throughout the lands. The world also holds new heroes, who are creat-ing new legends and forging new items of legacy in their telling.

WHAT IS A WEAPONOF LEGACY?

“Weapon of legacy” describes all the items cre-ated using the rules in this book, even those that wouldn’t normally be described as weapons (such as rings or shields). Usually, this book uses the more general term “item of legacy” or “legacy item.” An item of legacy has the capacity to grow in power as its wielder advances in level. In addi-tion, it confers increasingly powerful special abilities on its wielder. That character might carry and treasure the same item over her entire career as a hero (or villain). Why not? As her own talents and abilities progress, so too do those of the legacy item, assuming the wielder takes the time to learn its complete history and awaken its quiescent power with the appropriate rituals. As a player character, you could discover or inherit an item of legacy. Initially, it might seem like nothing more than a standard magic item. Only when you learn something

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of its past do you begin to understand that this object has untapped potential. By uncovering the item’s full history, you can discover the keys that unlock the item’s full power. You might even found your own item of legacy. After all, the player characters are the epic heroes of a campaign, from which arise myths, relics, and weap-ons of legend. By founding an item of legacy, you gain some degree of control over its abilities, although how you wield it is in the hands of fate (and the Dungeon Master). See Chapter 4: Founding Legacies for more about this option. Every item of legacy is distinct from the next, and each has its own unique story. Unearthing that story (or creating it, when founding an item of legacy) allows you to gain the full benefi ts of the item. For example, the story of Caladbolg, which appears only when a great hero has need of it, contrasts sharply with that of Stormchaser’s Cudgel, whose heritage involves the murder of the weapon’s original owner, Suldan Kabrel the giant slayer. No matter what items of legacy you eventually discover or create, using such items entails a steep personal cost. The specifics are different for each item, but the costs are always substantial. You must consider the consequences before taking up a legacy item. For most characters, these costs are well worth paying.

WHY USE ITEMS OF LEGACY?If you’re a DM, items of legacy provide exciting rewards for players whose characters are willing to devote time and energy to learning about your

campaign world. To unlock the powers of a legacy item, a player character must learn fabled legends of ancient history and complete rituals of mythic signifi cance. Not only does this require the player to study the “backstory” of your world but also pro-vides any number of ready-made adventure hooks for the campaign. If you’re a player, a legacy item presents a way of personalizing your character while simultaneously building up her might. By tying her development to one of the great tales of history, your character takes on heroic proportions. Who knows? She might even become more famous than the first owner of the legacy item, unlocking powers of even greater potential.

ITEMS OF LEGACYIN YOUR GAME

As a DM, you might hesitate to introduce these potentially powerful items into your campaign. In this section you will fi nd helpful points, background information, and expanded rules to help you deal with the challenges of legacy items.

INTRODUCING LEGACY ITEMSAs with any new addition to your campaign, you must determine how items of legacy fi t in. What role (if any) did they play in the history of the campaign world? Why haven’t the player characters heard of them before now? Are there any active items of legacy in the world today? Most important, do the PCs—knowingly or unknowingly—possess any legacy items already?

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ARTIFACT OR LEGACY ITEM?At first blush, artifacts and legacy items look similar, and they do share many traits. However, they are distinct from each other and should remain separate entities. Both are extremely powerful, and neither should be considered just another piece of equipment. But an artifact’s power can be the hub upon which campaigns spin, while legacy items shake the world less—if only because their abilities are not free to all comers. Of course, the search to discover an item of legacy (or reforge a destroyed one) can still produce exciting and memorable storylines. Artifacts are generally constructed in a distant age using spells and rites that are beyond the ken of present-day

knowledge. They survive to this day, but the knowledge necessary to duplicate their creation does not. Their abilities are also always available to any would-be wielder, regardless of how much or little knowledge he has of the artifact’s history, and do not require costly rituals to unlock. Legacy items are not always lost wonders—even today, a new legacy might be founded. If one is located, only a dedicated researcher can discover and use its powers, and then only after undergoing one or more legacy ritu-als. Such items might be more plentiful than artifacts, but because of their hidden nature and forgotten lineage, their true numbers are unknown.

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