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Another 13 Occult Artifacts by James Maliszewski Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.

Another 13 Occult Artifacts - the-eye.eu Variants/d20 Modern... · sought after occult artifacts of the 20th century. Physical Description: The Amber Room is a series of ... History:

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Another 13Occult

Artifactsby James Maliszewski

Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.

While D20 Modern Roleplaying Game can beused to create any kind of contemporary setting,among the most popular are those that deal withsupernatural beings, occult powers, and nefariousconspiracies. The D20 Modern core rulebook sup-ports such settings in a variety of ways, fromadvanced classes to creatures to FX abilities. Whatthe core rulebook lacks, however, are some of thestaples of such settings: occult artifacts. Certainlythere are many FX items to be had, but they owetheir existence to purely game mechanical consider-ations rather than to occult or supernatural “histo-ry.” Which offers a GM more flavor for his occult-based campaign: a talisman of pure good or an IcaStone?

Using this Product Another Thirteen Occult Artifacts, like its pred-

ecessor, provides the GM, naturally enough, withthirteen different occult artifacts, each one drawnfrom the real world. Admittedly, not all of the arti-facts described actually exist (at least so far as any-one knows), but all of them derive from people,places, and events in the conspiratorial history ofthe world and thus add a great deal to any D20Modern campaign that deals with the supernatural.Each entry provides background information on theartifact in question, as well as game mechanics,allowing the GM to insert the artifact into his cam-paign with ease. In several cases, alternate interpre-tations of the artifacts are offered, giving furtheroptions to the GM and ensuring that his version of,say, Excalibur suits his campaign’s realities ratherthan the other way around.

All organizations referenced in this product aredescribed at greater length in ThirteenConspiracies, another D20 Modern product avail-able from Ronin Arts.

The ArtifactsEach artifact uses the same basic format. That

format is as follows:Name: The name of the artifact.History: A short history of the artifact’s origins

and influence throughout history.Physical Description: What the artifact looks

like.Current Whereabouts: The location of the

artifact at present, if known.Alternatives: Other possible interpretations of

the artifact.Game Mechanics: Game rules for using the

artifact, including a Purchase DC and other details.

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SPECIAL THANKSTo Paul Drye, Lee Foster, Ken Hite, and “Jack Liberty” for ideas and inspiration.

Introduction

FORMSEach artifact in this PDF is presented on a

single page along with a set of forms. GMs canprint only the devices they plan on using and,by making notes on the printed pages, keeptrack of the artifact’s status in a campaign.

These sheets can be inserted into the cam-paign’s binder along with sheets from RoninArts’ Modern: Campaign Planner, Modern:Contacts, and other releases in this series.

History: Begun in 1701 at the behest of Frederick I ofPrussia, the Amber Room was intended as a testament to theking’s power and prestige. At that time, amber was a newmaterial with which to work for decorative purposes and itsmystical healing properties were well known to Frederick.He hoped to have his master artisans produce a private sanc-tum that might help him fight against the infirmities of oldage. Unfortunately. Insufficient amber existed to completethe room before Frederick I died in 1713. His son, FrederickWilhelm I, had no interest in the Amber Room (and may nothave known of its occult properties). As a shown of diplo-matic goodwill, Frederick Wilhelm gave the room to Peterthe Great, tsar of Russia in 1716. It is unclear whether Peteror any subsequent tsar understood the power of the AmberRoom, although Grigori Yefimovich Rasputin’s interest inthe room suggests that some knew its true nature. It isalmost certain that Josef Stalin was aware of the room’s pur-pose and used it to keep himself healthy. During World WarII, Heinrich Himmler wished to obtain the room for himselfand saw to it that it was seized during OperationBarbarossa, despite the Soviets’ attempts to hide its loca-tion. The Amber Room was taken back to Konigsberg,where it remained until both the British and Soviets bombedthe city. While many believed the Amber Room destroyedin the bombardment, it survived, becoming one of the mostsought after occult artifacts of the 20th century.

Physical Description: The Amber Room is a series oflarge wall panels inlaid with several tons of masterfullycarved high-quality amber, long wall mirrors and fourFlorentine mosaics. The amber, which covered three walls,is arranged in three tiers. The central tier consists of eightlarge, symmetrical vertical panels. Four contain picturesmade of semiprecious stones such as quartz, jasmine, jadeand onyx, depicting five senses. Mirrored pilasters occupy

the distance between the large panels. The lower tier of theroom is covered in square amber panels. One of the cornerscontains a small amber table. The room’s furnishings con-sist of inlaid wood commodes of Russian origin and a vaseof Chinese porcelain. In addition, one of the most valuablecollections of amber objects created in the 17th and 18thcenturies is housed in the room’s glass-covered displaycases.

Current Whereabouts: The Thule-Gesellschaft pos-sesses the bulk of the Amber Room, which it has hiddenaway in Agharti beneath Tibet. The missing pieces are scat-tered across the globe, primarily in the hands of collectorswho would prefer to remain anonymous. Thule agents scourthe globe seeking these pieces in order to restore the roomto its former glory.

Alternatives: The pieces of the Amber Room mightfunction to a lesser degree than the whole, in which case theGM can create diminished versions of the effects describedbelow. Another possibility is that its effects are limited tomembers of the Russian royal family or their descendents,in which case the Thule-Gesellschaft will be very disap-pointed should they obtain its missing pieces.

Game Mechanics: The complete Amber Room hasseveral effects. First, anyone placed within its four walls iscompletely healed of all wounds, including loss of hitpoints, ability damage (but not ability drain), non-magicaldiseases, poisons, and other similar temporary effects.Second, each hour spent within the Amber Room decreasesa person’s effective age (for the purposes of determiningphysical ability score loss only; non-physical bonuses areunaffected) by one week.

Type: Artifact (magic); Caster Level: —; PurchaseDC: None; Weight: 4000 lb.

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Amber Room

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

______________________________________________________________________________

PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

______________________________________________________________________________

NOTES: ________________________________________________________________________

History: In 1901, a Greek sponge diver discov-ered the wreck of a cargo ship off the coast of thetiny island of Antikythera. Within the wreck werethe remains of a mechanical device built in the firstcentury B.C. to predict the location of heavenlybodies. The device became known as theAntikythera Mechanism and led to a reevaluation ofthe extent of Greek mechanical engineering. Manyhistorians guessed that someone associated with theastronomical school of Posidonius of Rhodes hadproduced the Mechanism. The school pioneered thestudy of the stars and planets, drawing on earlierscholarship from Egypt and other Near Eastern cul-tures. In point of fact, the “Egyptian” scholarship onwhich Posidonius drew was Atlantean in origin.From it, the Greek astronomer learned not only howto construct a device capable of predicting themovements of celestial objects but also how tomanipulate their astral influence upon the world.Under his direction, at least a half-dozen mecha-nisms were constructed and given to colleagues andallies, who used them to lend heavenly assistance totheir earthly endeavors. Precursors to modernMasonry assassinated Posidonius and stole his noteson constructing the mechanism, believing that itcould upset their own plans to remake the universe.Since then, they have sought out all functioning ver-sions of the mechanism to prevent anyone elseupsetting their plans.

Physical Description: A complete mechanismis an iron sphere that represents the nighttime sky.Situated across its surfaces on a series of shallowfurrows are smaller metallic spheres that representstars, planets, comets, and the Moon. The mecha-nism splits open to reveal gears and dials on theinterior that can (and indeed must) be wound for theartifact to operate.

Current Whereabouts: The only publicly dis-played mechanism is in the Greek NationalArcheological Museum in Athens—and it is woe-fully incomplete. At least two functioning mecha-nisms have been found outside the control of theFreemasons. The Society of St. Albert owns one,while the Templars own another.

Alternatives: The mechanism might modelsomething other than planetary motions, such asplate tectonics (useful for finding sunken conti-nents) or cloud cover (to predict the weather). Themechanism could have been a magical container forsome supernatural entity, with the gears being phys-ical manifestations of mystic locks.

Game Mechanics: Using a mechanism grants a+8 equipment bonus to Knowledge (PhysicalSciences) skill checks that pertain to the movementsof celestial objects. If used in conjunction with thespell augury, it grants a +10% bonus to the chanceof receiving a meaningful reply.

Type: Artifact (magic); Caster Level: 10th;Purchase DC: 35; Weight: 45 lb.

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Antikythera Mechanism

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

______________________________________________________________________________

PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

______________________________________________________________________________

NOTES: ________________________________________________________________________

History: When the Greek hero Jason landed in thecity of Colchis, he demanded the Golden Fleece fromKing Aeëtes, son of the god Helios, who possessed it.Crafty man that he was, Aeëtes agreed to give Jason thefleece on the condition that he yoke Hephaestus’ twofire-breathing bulls and use them to plow the Field ofAres, into which he would plant dragon’s teeth given tohim by the goddess Athena. This Jason did with theassistance of Aeëtes’ daughter, the sorceress Medea.The dragon’s teeth were a trap, however, and grewfrom the ground into vicious warriors from whomJason escaped by means of a ruse. While Greek mythsdescribe these warriors as human, the truth is that theywere kinori. Dragon’s teeth are not wholly magical innature. Instead, planting them into the ground activatesa one-way dimensional resonance generator (seeThirteen Alien Devices, also from Ronin Arts) thattransports a kinori warrior to the spot. In ages past, thekinori gave these teeth to favored allies as a means ofacquiring surreptitious protection. They rarely do thisanymore, but many of the original teeth are still extantand the kinori magically bound to them remain in sus-pended animation awaiting their summons.

Physical Description: Dragon’s teeth look likeoversized shark’s teeth, black in color and viciouslyserrated.

Current Whereabouts: The Prieuré de Sion holdsmost of the dragon’s teeth, which they dispense toagents as “portable bodyguards.” A few other occultorganizations, most notably the Temple of the Serpent,possess small collections of these items.

Alternatives: Dragon’s teeth might be associatedwith some other supernatural or alien race rather thanthe kinori.

Game Mechanics: If buried in the earth, 1d4rounds later a fully-grown kinori warrior grows up andobeys the commands of the one who buried the tooth.The kinori will serve until either he or his master iskilled. The warrior has the following statistics:

Kinori WarriorKinori Strong Hero 1: CR 2; Medium-size mon-

strous humanoid; HD 2d8+2 plus 1d8+1; hp 16; Mas13; Init +1; Spd 20 ft., swim 30 ft.; Defense 15, touch12, flat-footed 14 (+1 Dex, +3 natural, +1 class); BAB+3; Grap +4; Atk +4 melee (1d4+2, claw or bite) or +4ranged; Full Atk +4 melee (1d4+2, 2 claws) and +2melee (1d4+1, bite) or +4 ranged; FS 5 ft. by 5 ft.;Reach 5 ft; SQ cold resistance 20, darkvision 200 ft.,easy breathing, light sensitivity; AL master of thetooth; SV Fort +2, Ref +4, Will +3; AP 5; Rep +0; Str13, Dex 12, Con 13, Int 11, Wis 10, Cha 11.

Skills: Climb +6, Hide +5 (+9 when concealedagainst a white background), Listen +3, Move Silently+5, Spot +3, Survival +5, Swim +11.

Feats: Archaic Weapons Proficiency, Multiattack,Personal Firearms Proficiency, Simple WeaponsProficiency.

Talents (Strong Hero): Melee smash.Type: Artifact (magic); Caster Level: —; Purchase

DC: 25 (per tooth); Weight: —.

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Dragon’s Teeth

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

______________________________________________________________________________

PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

______________________________________________________________________________

NOTES: ________________________________________________________________________

History: Flavius Valerius Artorius was aRomano-British cavalry officer who, as very youngman, had served at the battle of Mons Badonicus inA.D. 500 under the warlord Aurelius Ambrosianus.Though the Saxon invaders had been defeated, theywere not wholly vanquished and would continue tothreaten Roman civilization in Britain. UponAmbrosianus’ death, Artorius assumed the imperi-um, or generalship, of the British forces, attractingsoldiers and mercenaries from as far away asPalestine to his side. He rallied the British forcesand subjected the Saxons to his fair but sometimesbrutal rule. The territory he ruled came to encom-pass not only all of Britain south of Hadrian’s Wallbut pieces of the European mainland as well, whichled to clashes with Justinian I, the demon-emperorof Byzantium. The Welsh bard and prophet Emrys(called Myrddin after his birthplace) assistedArtorius with sage advice and arranged a politicalmarriage with a British princess namedGwenhwyfar. Emrys also provided Artorius with hismighty sword, which later generations dub eitherExcalibur or Caliburn. Eventually, despite his gen-erally just rule, Artorius could not hold together hiskingdom. Beset by Saxon revolts and betrayal with-in his own court, he was mortally wounded at thebattle of Camboglanna. Legend says Artorius didnot die but was sent to “another place” to heal untilBritain again needed him.

Physical Description: Excalibur is a spatha, aLate Roman cavalry sword approximately 35 inch-

es long, of which 28 inches is the steel blade. Theblade is straight and designed to be used as a slash-ing weapon. It possesses a bronze guard and pom-mel and a burl wood grip.

Current Whereabouts: No one currentlyknows the whereabouts of Excalibur. It is generallybelieved to be located somewhere in Great Britain,perhaps in the vicinity of Glastonbury, althoughsome believe it rests within a pocket dimensionaccessible only to descendants of Arthur.Unsurprisingly, the Prieuré de Sion is very interest-ed in seeking out Excalibur.

Alternatives: The sword might be usable onlyby Britain’s rightful king (who might or might nothave any association with the current royal family).Likewise, it might function only when wieldedagainst Britain’s enemies during a time of great cri-sis.

Game Mechanics: Excalibur is a +5 longswordwith a number of special qualities. When drawn, itglows brightly and all beings with an opposing alle-giance must make a Reflex saving throw (DC 16) orbe blinded for 1d4 rounds. Opponents fighting withtheir eyes averted get a +2 bonus to their saves, butsuffer a –2 penalty to all attack rolls against you.The weapon also possesses a larger than normalcritical threat range (17-20).

Type: Artifact (magic); Caster Level: —;Purchase DC: None; Weight: 3 lb.

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Excalibur

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

______________________________________________________________________________

PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

______________________________________________________________________________

NOTES: ________________________________________________________________________

History: The New Testament book of The Actsof the Apostles (Chapter 8:9-24) speaks of aSamaritan magician named Simon who attempted tobuy the power of the Holy Spirit with money(whence the term “simony”—the buying and sellingof ecclesiastical offices—comes). St. Peter rebukedhim, which led Simon to beg that the Apostles prayfor him. Although the Bible does not say so, laterChristian writers, like St. Justin Martyr, record thatSimon did not reform his life, despite their prayersfor him, and he became known as the “Father ofHeresies.” By all reports, Simon was a Gnostic whobelieved himself to have been granted specialenlightenment by the true God who dwelled beyondthe material world created by the false god who heldback humanity’s spiritual development. Simonmanifested his enlightenment in the form of magicand other dark powers, which he used against hisopponents (such as Christians), whom he consid-ered servants of the false god. When Simon died—or “shed his material body,” as his followersclaimed—his corpse was stolen, cut into pieces, andsold. His followers had no interest in recoveringthese relics, since they despised the physical world,but that didn’t stop black magicians and other ene-mies of the Christian Church from seeking themout, in hopes that they might contain a portion ofSimon’s reputed power.

Physical Description: This artifact is a black-ened, mummified human hand. Its skin is leatheryand stiff, but surprisingly resilient to damage. The

wrist is bound in a silver band to which a cord canbe tied.

Current Whereabouts: An Italian cardinalwith dreams of being elected Pope currently pos-sesses the hand. He has used its powers in the pastto advance his ecclesiastical career, which hasdrawn the attention of the Society of St. Albert.Consequently, he has become more circumspect inrecent years, lest the Church’s occult investigatorsdiscover his dark secret.

Alternatives: The hand could be that of anoth-er famous heretic or apostate, or it might be a relicfor a weird Christian sect who believed that Simondid repent and became a saint.

Game Mechanics: The possessor of the handcan permanently drain 1 point of Wisdom from anyperson he touches with it. There is no limit on thenumber of times per day this ability can be used, butit cannot affect the same person more than once perday. The possessor temporarily gains the pointsdrained, up to a maximum number equal to his char-acter level. These points last until the next sunrise.In addition, the user can cast the following spells anumber of times per day equal to his Charismamodifier: bestow curse, cause fear, faith’s fury,flaming wrath, inflict critical wounds, inflict lightwounds, inflict moderate wounds, and inflict seriouswounds.

Type: Artifact (magic); Caster Level: 20th;Purchase DC: 45; Weight: 1 lb.

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Hand of Simon Magus

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

______________________________________________________________________________

PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

______________________________________________________________________________

NOTES: ________________________________________________________________________

History: For as long as governments have for-mally executed criminals, there have been myths,legends, and tall tales about the paraphernalia asso-ciated with this grim duty. The hangman’s noose isone of the few that endures to the present day. Tofunction as a charm against evil, a noose must firstmade and then sold by an actual hangman, an occu-pation in short supply in most countries of theWestern world in the 21st century. Once obtained,the would-be user must wear the noose around hisown neck for nine consecutive days, after whichpoint it becomes enchanted. To employ the charm,the noose must be burned to ashes and the ashesrubbed onto the torso of the one who seeks protec-tion.

Physical Description: A charmed hangman’snoose looks no different than an ordinary noose ofthe same type: a length of thick rope with a knottedloop large enough to go over a human being’s head.

Current Whereabouts: A hangman’s noose isnot a singular artifact. Charmed versions, however,are quite rare, since the process of creating them isobscure and nooses that meet the requirements ofthe process are almost as uncommon. The largestnumber of enchanted hangman’s nooses is found inthe United States of America.

Alternatives: Other instruments of execution,like bullets or hypodermic needles, might have sim-ilar effects if destroyed. Alternately, a charmednoose might bring bad luck upon the person inwhose name it is burned.

Game Mechanics: Burned, an enchanted hang-man’s noose grants the person who burns it SpellResistance 25 for 12 hours against all spells andspell-like abilities cast by individuals with anopposing allegiance, with the GM being the finalarbiter on what allegiances qualify as “opposing.”

Type: Artifact (magic); Caster Level: —;Purchase DC: 21; Weight: —.

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Hangman’s Noose

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

NOTES: ________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

History: In 1966, Javier Cabrera, a physician in thetown of Ica, Peru, was given a small, carved rock by oneof his native patients as a gift. The stone was carved in afashion similar to the famed Nazca Lines. Intrigued,Cabrera asked for more stones like the first one, whichthe native provided. Over time, he amassed thousands ofthem, which, at first, his patient claimed he had carvedhimself. In time, though, the native admitted that he hadnot carved them, but instead found them in a series ofcaves and gorges not far from the Nazca Lines. Thenative lied about carving them for fear of the Peruvianauthorities whom he rightly assumed would not takekindly to his giving away precious antiquities. Thestones are in fact degenerate remnants of the psionic artsof the lost continent of Mu, whose refugees fled to SouthAmerica after their home sank beneath the waves. Giftedpsionics, the Muvians used stones similar to the Icastones as “power boosters” to augment their own abili-ties. Over time, their descendants lost the ability to makestones as powerful as they once had and the Ica stonesare examples of these lesser psionic artifacts. Because sofew humans today are psionic, their true nature remainslargely unsuspected.

Physical Description: Each stone varies in size,from those that can fit in the palm of a human hand tothose the size of a watermelon (or larger). Regardless ofsize, the stones have images carved with continuouslines etched into the rock surface. The etching reveals alighter color than the original dark varnish of age, yet theetched grooves also bear traces of this varnish. The etch-ings show a variety of things, from people to ancient ani-mals to medical procedures.

Current Whereabouts: Ica stones can be found inthe possession of many psionically talented individuals

throughout the world, particularly in South America,where they originate. Still others are in museums and pri-vate collections and it is likely that some remain as yetundiscovered.

Alternatives: The stones could originate some-where else, such as Atlantis or Lemuria, if the GM doesnot wish to postulate the existence of Mu. Another pos-sible origin is the Grays (see Alien Heroes, also fromRonin Arts, for more information), whose own psionicabilities are considerable.

Game Mechanics: Each Ica stone has its ownunique benefit when possessed by an individual withpsionic abilities (or at least the Wild Talent feat). Someof the most common abilities are:

Sustains possessor without food or water+1 insight bonus to AC+2 enhancement bonus to Wisdom+2 enhancement bonus to Charisma+2 enhancement bonus to IntelligenceAlertness (as the feat)Sustains possessor without airAbsorbs psionic powers of 4th level or lower

(after absorbing twenty power levels, thestone ceases to function).

Regenerate 1 point of damage per hour (curesonly damage taken while the character pos-sesses the stone)

+1 competence bonus on attack rolls, saves,skill checks, and ability checks

+1 manifester levelIca stones have AC 20, 10 hit points, and hardness 5.Type: Artifact (magic); Caster Level: 12th; Purchase

DC: 25-40 (varies); Weight: 1 lb.

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Ica Stones

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

______________________________________________________________________________

PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

______________________________________________________________________________

NOTES: ________________________________________________________________________

History: The first emperor of a united China,Qin Shihuangdi, died in 206 B.C. and was buried ina vast tomb in Shaanxi. The tomb was not discov-ered until 1974. When archeologists first entered it,they were amazed by its contents, which includedall manner of art and other objects that attested tothe power and majesty Qin Shihuangdi. Among itsmany marvels, the tomb contained a relief map ofthe empire in gold and silver with rivers and seasflowing with mercury, a chart of the heavenssparkling above. Nearby were vast armies of terra-cotta soldiers and horses to guard the emperor indeath (see Thirteen Occult Artifacts, also fromRonin Arts, for more information). The mercuryused in the relief map was, as befitting an emperor,not ordinary mercury but “imperial mercury,” alsoknown as azoth. Azoth has the ability to release theelemental air contained within most materialobjects, thereby making them light enough to floatif given sufficient momentum. During QinShihuangdi’s reign, azoth played a key roll on pro-viding his elite troops and assassins with magicalweapons, armor, and other paraphernalia thatallowed them to fly through the air and performincredible feats of strength. Legends of these flyingwarriors survived through the centuries and weredismissed by all but those knowledgeable in theoccult arts as nothing more than tall tales.

Physical Description: Imperial mercury looksno different than ordinary mercury, being a silvery-white liquid metal.

Current Whereabouts: Imperial mercury wasonce mined extensively throughout China. The rich-est veins were exhausted before the Yuan dynastyseized power, while the lesser veins didn’t play outuntil the 18th century. Since then, there has been noreliable source of azoth and most of what is foundin occult circles has been preserved from earliertimes. The British government currently possessesthe largest stores of imperial mercury in the world,while the Japanese are a distant second.

Alternatives: Although traditionally associatedwith mercury, azoth could be some other rare liquid,including something wholly fantastical.

Game Mechanics: A single ounce of imperialmercury can be used to coat up to 10 square feet ofother materials, releasing the elemental air withinthem. The materials then function as if they hadbeen subjected to the effects of a levitate spell, ifpushed off the ground and given momentum. Thatis, they will not float of their own accord, but onlyif pushed by some other force. In addition, anyonewearing or carrying items treated with azoth gain acumulative +5 bonus to all Jump and Tumblechecks for each item, to a maximum of +30. TheGM is the final arbiter on whether certain itemsconfer the benefit. Azoth-coated boots and armor,for example, would very likely grant a bonus (+10in this case), while a coated hat might add nothing,depending on the GM’s ruling.

Type: Artifact (magic); Caster Level: 5th;Purchase DC: 32; Weight: —.

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Imperial Mercury (Azoth)

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

______________________________________________________________________________

PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

______________________________________________________________________________

NOTES: ________________________________________________________________________

History: For most of the world, the AmericanRevolution begun in 1776 is viewed simply as arebellion by colonies against their mother country,albeit a phenomenally successful one. In truth, theRevolution was the outward manifestation of a civilwar that pitted various factions of worldwideFreemasonry against one another. Initially, FrenchMasons supported their American counterparts,believing that in doing so they would further theirown vision of how to perfect the universe. Shortlyafter the American Revolution, King Louis XVI,manipulated by the Masons, authorized investiga-tions into simplifying and regularizing the Frenchsystem of weights and measures. By 1795, thisresulted in the metric system being formally adopt-ed by France, which became compulsory by 1840.In the more than one hundred and fifty years since,the metric system has been the cornerstone of con-tinental European Masonry’s attempt to start remak-ing the universe according to its own plan. By andlarge, it has been successful, although manyEnglish-speaking Masons have used their consider-able influence to slow or derail the metric system’sacceptance, particularly in the United States. At thecenter of the European Masons’ plans are measure-ment standards against which all other measure-ments are compared. The kilogram bar held inFrance is one such example. Imbued with mysticalpower, it is one of the keys by which the Masonshope to reshape reality according to their whims.

Physical Description: The kilogram bar is asmall platinum-iridium alloy bar, having a dull graycolor.

Current Whereabouts: The current officialkilogram bar is held in the Bureau International desPoids et Mesures near Paris, France. This bar is notthe first bar to have been designated the standard bywhich all others are measured. Others have held thatplace in the past and have since been discarded, allof which the Freemasons have acquired in theirefforts to perfect creation.

Alternatives: The other standard metric meas-urements work just as well, should the GM wish touse, for example, a meter or a liter as the basis of theEuropean Masons’ mystical power.

Game Mechanics: The bar itself has no occultproperties of itself. In the hands of several MasterMasons of the highest order, however, it can be usedto alter reality, by shifting all the weight and mass inthe universe. This alteration carries great risks,which is why it has not yet been attempted.Moreover, the fact that metric measurements are notyet universally accepted makes such an alterationeven more risky. The Game Master should, there-fore, use the kilogram bar solely as a dramatic ele-ment in his campaign. Its precise effects—and theirrepercussions—cannot be easily quantified mechan-ically.

Type: Artifact (magic); Caster Level: —;Purchase DC: None; Weight: 2 lb.

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Kilogram Bar

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

______________________________________________________________________________

PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

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NOTES: ________________________________________________________________________

History: Many Native American tribesemployed masks in their religious rituals. TheKwakiutl masks were examples of these masks, butthey are not the only ones. The masks depict ahuman face with a vertical seam that splits the facein two. The face has small hinges on either side thatallow its outer portion to swing open, revealing asecond face underneath. This second face is com-pletely black, except for two bright red eyes. Whenthe outer mask is swung open, its halves look some-what like wings. While anthropologists offer manydifferent interpretations for the Kwakiutl masks, thetruth is that they are representations of the mothfolk,who have been mystical patrons of many primitivepeoples since time immemorial. Using a mask is toacknowledge the wisdom of the mothfolk andimplicitly to seek their guidance.

Physical Description: A Kwakiutl mask is awooden mask that looks vaguely like a humanbeing’s face, although many masks have morebizarre features. The mask is usually brightly col-ored.

Current Whereabouts: The Kwakiutl mask isnot a singular artifact. Non-magical examples canbe found in museums and private collections allover the world. Magical versions are rarer, held pri-marily by Native American shamans who have reg-ular contact with the mothfolk.

Alternatives: Other primitive cultures usemasks in their religious rituals. At the GM’s discre-tion, these too might have similar powers to theKwakiutl masks.

Game Mechanics: Donning an enchantedKwakiutl mask grants the wearer the ability tospeak and understand Mothfolk. In addition, thewearer gains a +4 bonus to all Diplomacy checkswhen dealing with mothfolk. At the GM’s discre-tion, this bonus might be applied to other relatedskills (but only when dealing with the mothfolk).

Type: Artifact (magic); Caster Level: —;Purchase DC: 22; Weight: 5 lb.

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Kwakiutl Mask

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

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PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

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History: The philosopher’s stone has beensought since the beginning of time, as it is, in somesense, the goal of every human being, whether theyrealize it or not. The stone is a finite instantiation ofthe Infinite and an example of the base made Pure.The stone is both the symbol and the means bywhich the fallen world may be raised up andreclaim its divine birthright. It’s also a good way toget rich and live forever, which is why many lessreputable sorts have also sought the philosopher’sstone. The first philosopher’s stones were createdin ancient Egypt, drawing on alchemical formulaehanded down from Atlantis and other earlier civi-lizations. The Hermetic tradition preserved themethod of its creation, but did so in a manner thatprevented all but the most worthy and enlightenedseekers from achieving it. Throughout most of theClassical and Middle Ages, few were able to createphilosopher’s stones. While the Renaissance andearly modern periods saw wider success, they werenot long lasting, as science triumphed over what itdeemed “superstition.” In the 21st century, only ahandful of people know the means to createphilosopher’s stones and most, unfortunately, areunworthy of possessing such a lofty prize, using itto further their own ends and to hold wealth andpower beyond their natural lifespans.

Physical Description: The stone is a largelump of silvery black material. While it looks likea stone, it has metallic characteristics as well (beingshiny and electrically conductive). The stone is also

hollow, filled with a clear liquid that is the sourceof the stone’s power.

Current Whereabouts: The philosopher’sstone is not a singular artifact and can, in theory, becreated by anyone who knows the method to do so.Two of the most notable current possessors ofphilosopher’s stones are Nicholas Flamel and theCount of St. Germain. Flamel and his wifePerenelle currently reside anonymously in north-central France, while St. Germain travels the worldas he has since the 18th century. He was last seenin Los Angeles, United States of America.

Alternatives: At the GM’s discretion, thephilosopher’s stone may only create aqua vitae andnot be able to turn base metals into gold.Alternately, the stone may do both, but take anoth-er shape, depending on its origin.

Game Mechanics: The liquid in a singlephilosopher’s stone can turn up to 5,000 pounds ofiron into silver or up to 1,000 pounds of lead intogold. Alternately, the liquid can also be used to cre-ate a single dose of aqua vitae, which halts agingfor 10 years. If used in this fashion, the stone can-not be used to transmute metals.

Type: Artifact (magic); Caster Level: 20th;Purchase DC: None; Weight: 3 lb.

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Philosopher’s Stone

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

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PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

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NOTES: ________________________________________________________________________

History: After the sinking of Atlantis, the landthat would become Egypt was a stygian realmwhose sybaritic rulers were devoted black magicand necromancy. Among them, it is said, was a sor-cerer so powerful that later generations would con-fuse tales of his exploits with those of their gods.The sorcerer worshipped a demonic entity whowould eventually be known as Set and from himlearned to craft a ring by which to summon the darkbeing’s servants to do his bidding. With the ring, thesorcerer gained great power and dared to challengethe barbarian king of the greatest nation of thislong-ago time. Thanks to the magical assistance ofan ally, the king survived and the ring’s power wasturned back upon the sorcerer, who died in the back-lash. The Ring of Set then passed into history, withmany would-be conquerors (including the Romanemperor Tiberius) possessing it before succumbingto the same fate as its maker. Unsurprisingly, thesafest way to hold on to the ring is not use its pow-ers.

Physical Description: This gold ring is fash-ioned in the shape of a serpent that coils its bodythree times before biting its own tail. The serpent’shead contains small yellowish gems for its eyes.

Current Whereabouts: The current owner ofthe ring is a Belgian politician who, as yet, has noidea of the ring’s origins or powers. It is believedthat both the Temple of the Serpent andVehmgerichte, however, do know these things andare making every effort to obtain the ring, in thefirst case for its power and in the second to destroyit.

Alternatives: The ring might be used safely ifthe wearer is a devout servant of Set.

Game Mechanics: The ring has two relatedeffects. First, it doubles the number of arcane spellsits wearer can cast, if he is already an arcane spell-caster. Second, it grants arcane spellcasting abilityto its wearer if they do not already possess it. A non-spellcasting wearer gains the ability to cast arcanespells equal to a mage equal to half his characterlevel. However, every time the wearer casts anarcane spell while wearing it, he must first saveagainst that spell as if he had cast it. If successful,the spell functions as normal. If he fails, the spellrebounds on the caster and affects him, without achance for a second save to resist the spell.

Type: Artifact (magic); Caster Level: —;Purchase DC: 36; Weight: —.

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Ring of Set

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

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PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

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NOTES: ________________________________________________________________________

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History: In 778, the Frankish kingCharlemagne was engaged in a war against theMuslim king of Saragossa. The king pretended thathe would convert to Christianity if Charlemagne lefthim with his kingdom in peace. Charlemagneagreed to do so and returned to France, believingthat the king would follow him back to Aachen, hiscapital. A treacherous Frankish lord named Ganelonconspired with the king to attack the rearguard ofCharlemagne’s army, led by Roland. Roland,despite being outnumbered, fights on bravely andrefuses to use his magical horn, Olifant, to summonreinforcements to his side. He dies fighting theMuslims, because his code of honor will not allowhim to ask for assistance. The horn wound up inMuslim hands, where it remained until the Battle ofLas Navas de Tolosa in 1212, when the king ofNavarre obtained it. The horn was lost after Navarrewas absorbed into the united kingdom of Spain inthe early 16th century, although many groups, bothwithin Spain and without, attempted to find it.

Physical Description: Roland’s Horn is anoversized, hollowed-out ivory horn that has beenreinforced with gold and silver. Along its surface areintricate trace work decorations in the Carolingianstyle.

Current Whereabouts: During World War II,the Thule-Gesellschaft attempted to obtain Roland’sHorn, but were foiled by French Resistance fighters,

who did not themselves find the artifact. So far asanyone knows, no one has rescued it from its hiddenlocation within the Pyrenees, although rumors per-sist that a leader of the Basque separatist movement,Euskadi Ta Askatasuna (ETA), has recently come topossess it.

Alternatives: The horn might instead by thehorn of the leader of the Wild Hunt or one of thehorns used by the Valkyries to call the valorous deadto Valhalla.

Game Mechanics: Roland’s Horn can besounded as a normal horn, but if the user sounds itwhile facing a threat he believes to life-threatening,it deals 10d6 points of sonic damage to creatureswithin a 40-foot cone, stuns them for 1 round, andcauses them to be deafened for 4d6 rounds (a DC 19Fortitude save reduces the damage by half andnegates the stunning and deafening). Crystallineobjects and creatures take 16d6 points of sonic dam-age, with no save unless they’re held, worn, or car-ried by creatures (Will DC 16 negates).

If the Horn’s magical abilities are used morethan once in a given day, there is a 20% cumulativechance with each extra use that it explodes anddeals 10d6 points of damage to the person soundingit (no save possible).

Type: Artifact (magic); Caster Level: 16th;Purchase DC: 33; Weight: 1 lb.

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Roland’s Horn (Olifant)

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

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PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

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NOTES: ________________________________________________________________________

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