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Artifact item exchange


Age of Worms Adventure Path


Manzorian tries to make a trade with the PC's later in the story. I beleive he wants the a part of the Rod of Law(7 parts). The PC's will most likely want actual money instead allowing everyone to choose a powerful magic item because if they combine their money they can probably buy something better, and the rest of the money can just go into the party pot.
We are not even close to that point in the story, but that is how the group thinks. If they want the money I would be giving them less than if they accepted a 40,000 gold magic item. The problem is I don't know what a fair amount of gold would be. I don't want to cheat them, but they are creative, and giving them to much money would definitely be a problem later.


The question is, of course, how liberal are you at providing magical items through 'shops'. If the PCs can buy anything they want to, I'd not give them too much money. If the options are limited by you anyway, you can choose what you sell them.

Still, having Manzorian offer them specific items (that you choose, do not follow the magazine on this) is quite a good option as well.


MrVergee wrote:

The question is, of course, how liberal are you at providing magical items through 'shops'. If the PCs can buy anything they want to, I'd not give them too much money. If the options are limited by you anyway, you can choose what you sell them.

Still, having Manzorian offer them specific items (that you choose, do not follow the magazine on this) is quite a good option as well.

I guess they will be stuck with the magic items. There is no way they, nor even I, as a player would trade an artifact for a preselected item.


wraithstrike wrote:
MrVergee wrote:

The question is, of course, how liberal are you at providing magical items through 'shops'. If the PCs can buy anything they want to, I'd not give them too much money. If the options are limited by you anyway, you can choose what you sell them.

Still, having Manzorian offer them specific items (that you choose, do not follow the magazine on this) is quite a good option as well.

I guess they will be stuck with the magic items. There is no way they, nor even I, as a player would trade an artifact for a preselected item.

I would allow your players to trade the rod piece for an item (or group of items) of equal use. Why not? Putting the word "artifact" in a magic item's description doesn't mean you can't make an educated guess as to how useful it is. Let the players name their price (in items, not gp), and negotiate from there.


I actually decided to expand the search for the Rod of Law in my (soon to be started campaign) so the players will be gathering all parts to use against Kyuss.

However, while the Rod fragment found is useful, by itself despite the fact that it is an artifact, there are a hell of a lot more useful magic items they can acquire from Manzorian. The fragment is really only an oddity, a collecter's item with a cool effect which can be duplicated by a wizard in the party.

If you really want them to give it up, simply have Demons working for the Queen of Chaos or Miska the Wolfspider continually hound them. I am sure they will find it better to have something that is not a beacon for constant Demonic attention.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Prior to running this I had the players design the item they would like (40,000 gp limit)without letting them know what it is for. They came up with some interesting design to say the least. The next game session we will actually see if they get them or not. All it takes is one character to not want to give up the rod and it is not going to happen.


My players chose to trade, not wanting to deal with the negatives of artifact ownership. I didn't want to give them cash, or let them pick just any items. I gave them a choice of the items below - 1/character. I take no credit for these items - I mostly just assembled/cleaned up other people's lists in one place.

The Crimson Cloak of Cyrahn
+4 Enhancement bonus to Strength, +4 Enhancement bonus to Wisdom, +3 Resistance bonus to Saving throws.
Moderate Transmutation and Abjuration; CL 10; Craft Wondrous Item; Bull Strength, Owl Wisdom, Resistance

The Ring of Scholars
Ring of Wizardry II
strong no school; 14th (II), Forge Ring, limited wish
Seal of the Defender

+3 Tower shield of Invulnerability,
Wielder continuously effected by protection from Chaos spell
Moderate abjuration; stoneskin, wish or miracle, protection from Chaos.; CL 12; (Prot from chaos cast at 1st) Purchase price 38,000gp.
+2 Situational bonus to diplomacy for bear with dwarves.

Shell of the Face Crusher.
Armor of the Unending Hunt +5 (from Complete Warrior page 134, only functions as a +5 instead of a +2)
Moderate abjuration; Restoration.; CL 10; 38,500 gp. Purchase price.
Suggested Class: Barbarian

Aelita, Lyre of the Emerald Lady
Aelita is an intelligent Lyre that acts as a Rod of Splendor. Along with the +2 circumstance bonus to perform checks, when using Aelita for the bardic music ability inspire courage, the bards moral bonus to hit and damage is increased an additional +1/+1. This effect is a function of the masterwork nature of the instrument and is non-magical (Complete Adventurer)
Languages Common, Gnomish, Celestial.
Has 10 ranks in perform: String Instruments (+5000 gp)
Mimicry (+5000 gp) **twice a day Aelita will continue a bardic music performance for the bard so they no longer have to concentrate for the effect to continue. Aelita can sustain this effect for 10 rounds.

The Dragon Eye.
The dragon eye was created to safeguard against the threat of an opponent damaging or stealing a circling Iuon stone. The Dragon Eye is a thick hollow crystal oval amulet held in a platinum setting and chain. The crystal piece is approximately 5 inches by 3.5 wide and thick. Suspended and spinning in the middle like a fiery octahedral shaped children’s toy is an orange ioun stone. Light reflects through the stone, filling the crystal with a week orange color, and leaving the amulet look like a large eye, giving it is name.
Orange Ioun stone, (+1 Caster level) + Cast Searing light twice a day as a 5th level Cleric.

Rosary of Faith
Standard Strand of Prayer beads, with 3 pearls of power (3rd, 2nd, 1st) as a the center pieces.

TARKEN
- adamantine (DR 2/-) + 1 animated heavy shield
- Intelligent Item:
- speaks common, dwarven, terran and giant
- 120ft. darkvision and hearing; telepathy
- can cast detect secret doors 3/day
- can cast stoneskin on wielder 1/day

MALCHOR’S RUNESTAFF OF FLEXIBILITY
- +1 spell storing / masterwork quarterstaff
- Stores one arcane spell at each spell level from level 1 to 5 that can be imprinted in the runestaff by casting a spell directly into the runestaff. It then functions as a normal runestaff holding the six imprinted spells. Each can be cast up to three times per day from the staff by expending a spell slot or prepared spell of same or higher level for each casting, provided it appears of the casters spell list.
- At any time, a spell imprinted in the runestaff of flexibility can be changed by casting another spell of the same level into the staff, thus overriding the previous one. Note that any user must attune himself to a runestaff when he normally prepares spells or retains his daily spell allotment. Thus, the runestaff of flexibility does not allow for changing the accessible imprinted spells within the same day.
- Currently imprinted spells: 1) Magic Missile, 2) Mirror Image, 3) Haste, 4) Arcane Eye, 5) Wall of Force

GREATER OATHBOW
- As oathbow, but a hunting composite longbow
- STR bonus adjusts to wielder

QUIVER OF THE SOLAR
Any arrow drawn from this magnificent quiver made of silk and silver becomes a +1 holy arrow for one round. It can hold up to 50 arrows much like an Ehlonna's Quiver. At the moment, it contains each 12 normal, cold iron, adamantine, and silver arrows.

JADE LION
(Figurine of Wondrous Power)
This figurine made of white jade with golden sparks appears to be a small lion. On command, it becomes a celestial dire lion. It serves willingly as a mount, and can use the following powers once per round at will: overland flight, planeshift, and ethereal jaunt. The powers function for the jade lion and its rider only. If an evil rider mounts the jade lion, there is a 10% chance that it takes it to Elysium.
If the owner is neutral good and a ranger or druid, the jade lion serves as an animal companion (Level 9).
It functions twice per week for up to 2 hours.

ARMOR OF THE CAVER
- mithral +2 mobility, nimbleness, shadow, lesser silent moves breastplate
- 1/day meld into stone on command
- grants darkvision 30ft. (or +30ft. if the wearer already has darkvision)

LIFESAVING AMULETT
+4 enhancement to CON
- immunity to disease, including supernatural disease
- 1/day death ward (immediate action)
CL12

Belt of Brawling
Body Slot: Waist
Caster Level: 10th
Aura: Moderate; (DC 20) evocation & transmutation
Activation: —
Weight: 1lb.
The platinum buckle of this wide leather belt is adorned with a bloodstone.
Belt of brawling confers great ability in unarmed combat to those untrained in fisticuffs and wrestling. As well as functioning as an amulet of mighty fists +2, the wearer is treated as having the Improved Unarmed Strike and Improved Grapple feats. Additionally his unarmed strike damage improves by two steps, as if the wearer’s size had increased by two categories.

Alustriel’s Boots of the Running Warrior
Body Slot: Feet
Caster Level: 10th
Aura: Moderate; (DC 20) transmutation
Activation: Swift (mental)
Weight: 1 lb.
These wolfhide boots appear like normal boots, but are extremely light and flexible.
Boots of the running warrior provide a +4 enhancement bonus to Dexterity, a 10-ft. enhancement bonus to the wearer’s base land speed, and a +10 competence bonus to Jump checks. Three times per day, the wearer can also use a swift action to activate the boots, gaining an extra move action for that round that can only be used to move up to the wearer’s land speed. For example, the wearer could activate the boots, move his base speed, and take a full-attack action. The boots cannot be used to gain an extra action while using any movement mode other than land.

Girdle of Giant Strength

Body Slot: Waist
Caster Level: 15th
Aura: Strong; (DC 22) transmutation
Activation: Swift (mental)
Weight: 1 lb.
This appears to be nothing but a heavy rope belt.
The girdle of giant strength functions as a belt of giant strength +4. In addition, the girdle of giant strength has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants the wearer a stronger enhancement bonus to Strength and possibly the ability to throw rocks for 1 round. The wearer’s Strength score remains the same if it is already higher than the amount granted by the girdle, but the wearer can still use the girdle to gain the rock throwing ability.
1 charge: Wearer’s Strength score raises to 27.
2 charges: Wearer’s Strength score raises to 31 and he gains the ability to hurl rocks weighing 40 to 50 pounds each (Small objects, 2d6 damage) with a range increment of 120 ft.
3 charges: Wearer’s Strength score raises to 35 and he gains the ability to hurl rocks weighing 60 to 80 pounds each (Medium objects, 2d8 damage) with a range increment of 140 ft.

Gloves of Legerdemain
Body Slot: Hands
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: Swift (mental)
Weight: —
Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible.
These gloves function as gloves of dexterity +4. The gloves can be activated three times per day, allowing the wearer to perform the following skills at a range of 30 feet: Disable Device, Open Locks, and Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and the wearer cannot take 10 on this check. Any object to be manipulated must weigh 5 lbs. or less. The wearer must have at one rank in Disable Device, Open Locks, or Sleight of Hand to be able to use the skill with the gloves.
The gloves of legerdemain must be worn for 24 hours before you gain access to their abilities. If taken off, they become inactive until worn for an additional 24 hours.

Norebo’s Dice
Body Slot: —
Caster Level: 15th
Aura: Strong; (DC 22) evocation
Activation: Standard (manipulation)
Weight: —
These worn-looking eight-sided bone dice are remarkably well-balanced and precise.
Simply possessing this pair of 8-sided dice confers a +1 luck bonus on saving throws, ability checks, and skill checks. Additionally, these dice can be used once per day by rolling them on any hard flat surface. The user rolls 2d8 and gains the following effects:
2: Luck bonus on saving throws, ability checks, and skill checks is replaced by -2 penalty for 1 day.
3 to 8: No effect.
9 to 15: +5 luck bonus to Bluff, Disable Device, Profession (gambler), Sleight of Hand, and Use Magic Device checks for 1 hour.
16: Same as above and user gains the good fortune power for 1 hour to reroll any one attack roll, saving throw, ability check, or skill check with a +20 luck bonus. The user can instead choose to use the good fortune power to gain a +20 dodge bonus to AC for 1 round as an immediate action.
Norebo’s dice only work if used as a pair and become nonmagical if separated. Any attempt to modify or load the dice also causes them to lose all magical properties and additionally curses the user with a -4 penalty on attack rolls, saves, ability checks, and skill checks (no save) until a remove curse or similar spell is cast on the user.

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