question about the nature and details of artifacts and wonderous items


Rules Questions


my group's campaign is starting to move more forward beyond what I have, and in the next part, im wanting to introduce some artifacts and just awesome items, I know they would like that as well, my core idea is to try and introduce at least one awesome item to the group, with kinda the idea of like the ring from lord of the rings being introduced, you know its cool, its controlling, but still mysterious, and my question is if that can be done, I know all about the items and such, my confusion comes with how much the PC's get to know about items they come into contact with, ive asked a similar question before, but am looking for more clarity, lets say for example, the philosopher's stone is found, even if they cast detect magic on it and stuff like that, how much do they get to know? do I instantly tell them about being able to crack it open and transmute stuff into gold and that they can use it to bring back the dead? I don't exactly always want my PC's in the dark, but its really hard to keep anything fun and mysterious if they can just cast a simple spell and such to find out all about the item, example being like the ring and Gandalf, he knew it was dark and suspected what it was, but he had to go research and study and stuff to find out fer sure, he didn't simply detect magic to find out about the item, so basically summarized of above, when it comes to pretty much any item, from masterwork rapier to major artifact, how much info are they obligated to receive on such items and how?


It is entirely up to you.

My suggestion is when they attempt to ID the artifact you give them the vaguest description of what the item does and say the PCs are otherwise flummoxed by the power and complexity of the artifact.

Grand Lodge

Remember there were all of 20 magic rings of the power level that the one ring would fall into. Of those, he knew where 18-19 of were, so he had a REALLY good idea what it was.

As for your players, detect magic allows them to attempt to id an item. It is not a guarantee. The DC for an artifact would be very high, not undo able, but it would still only provide as much as you say it does.

Once they have a rough idea what it is, you can have them go on a quest to find a old wizard hermit who is an expert on artifacts. (Immortal Human Wizard 20, who has a very well defended dungeon/lair/lab) If you begin to toss artifacts at the party often, you could have his dungeon be a reoccurring quest. Same map, but being restocked each time.


Dafydd wrote:

Remember there were all of 20 magic rings of the power level that the one ring would fall into. Of those, he knew where 18-19 of were, so he had a REALLY good idea what it was.

As for your players, detect magic allows them to attempt to id an item. It is not a guarantee. The DC for an artifact would be very high, not undo able, but it would still only provide as much as you say it does.

Once they have a rough idea what it is, you can have them go on a quest to find a old wizard hermit who is an expert on artifacts. (Immortal Human Wizard 20, who has a very well defended dungeon/lair/lab) If you begin to toss artifacts at the party often, you could have his dungeon be a reoccurring quest. Same map, but being restocked each time.

If he's willing to help them ID an artifact the first time, why would they need to slaughter his security system again?

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