Possible Destruction Means for Artifacts/Relics
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Artifacts and relics are virtually impervious to magical ond physicol
harm
and each may only be "destroyed" by a single legendary means.
Frequently, the supposed "destruction" is actually a form of nullification
or
containment of the artifact/relic, but results in the neutralization
of its
powers for vast periods of time. The following table suggests various
means that might apply to the destruction of an a r t i f a c t and
i s open to
additions and alterations by the DM. No artifact/relic should have
the
same nemesis as another; though the means may be the same, the
specifics should vary. It should be kept in mind that the means of
destruction
are as rare and nearly unattainable as are the artifacts/relics themselves.
Actively seeking the destruction of an artifact/relic is tedious,
demanding, and fraught with great perils to body and soul, and the
chances of surviving the destruction of the artifact/relic are minute
without
the grace of the gods.
The way to destroy a particular artifact/relic is to:
1. Melt it down in the fiery furnace, pit, mountain, forge, crucible or kiln in which i t was created.
2. Drop i t into or bury i t beneath (1) the Well
of Time, (2) the Abyss, (3)
the Earth Wound, (4) Adonais' Deep, (5) the Spring
of Eternity, (6)
Marion's Trench, (7) the Living Stone, (8) Mountain
of Thunder, (9) 100
adult red dragon skulls, (10) the Tree of the Universe.
3. Cause i t to be devoured by (1) Cerebus, (2) a Lernaean Hydra, (3) a Titan, (4) an ancient Dragon Turtle.
4. Cause it to be broken against/by or crushed by
(1) Talos a triple iron
golem, (2) the Gates of Hell, (3) the Cornerstone
of the World, (4)
Artur's Dolmen, (5) the Juggernaut of the Endless
Labyrinth, (6) the
heel of a god, (7) the Clashing Rocks, (8) the foot
of a humble ant.
5. Expose it to the penetrating light and flame of
(1) the Ray of Eternal
Shrinking, (2) the Sun, (3) Truth: that which is
pure will become Light,
that which is impure will surely wither.
6. Cause it to be steeped in either the encephalic
fluids of the brain of
Bahamut (the platinum dragon), or in the black and
foul blood from
the heart of tiamat the chromatic dragon.
7. Cause i t to be seared by the odious flames of
Geryon's
destroyed soul
or disintegrated in the putrid ichor of Juiblex's
deliquescing flesh.
8. Sprinkle it with/baptize it in the (1) Well of
Life, (2) River Styx, (3)
River of Flame, (4) River Lethe (the river of forgetfulness).
Legended items and regions should be placed by the DM in his or her
own
milieu in isolated locales - preferably warded by mighty mythical and
magical guardians (e.g., the serpent which guarded the golden fleece).
Q: Where in the WORLD
OF
GREYHAWK setting are the
Clashing
Rocks and other special
locations
listed in the Dungeon Masters
Guide?
A: The landmarks and
objects mentioned
on page 164 of the Dungeon
Masters
Guide have no fixed locations;
they are
intended only as examples.
(141.14)
<ral partha giant serpent?>
FREQUENCY:
Unique
NO.
APPEARING: 1
ARMOR
CLASS: 3
MOVE:
6"
HIT
DICE: 240 hit points
%
IN LAIR: Nil
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1 ~ 7
DAMAGE/ATTACK:
4-40 x 3
SPECIAL
ATTACKS: Poison gas
SPECIAL
DEFENSES: Hit only by +3 weapons, immunity to most spells
MAGIC
RESISTANCE: See below
INTELLIGENCE:
Non-
ALIGNMENT:
Neutral
SIZE:
L (36' tall)
LEVEL/X.P.
VALUE: X |
<reference:
iron golem>
FREQUENCY:
Very rare
NO.
APPEARING: 1
ARMOR
CLASS: 3
MOVE:
6“
HIT
DICE: 80 Hit points
%
IN LAIR: Nil
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1 ~ 7
DAMAGE/ATTACK:
4-40
SPECIAL
ATTACKS: Poison gas
SPECIAL
DEFENSES: Hit only by +3 weapons, immunity to most spells
MAGIC
RESISTANCE: See below
INTELLIGENCE:
Non-
ALIGNMENT:
Neutral
SIZE:
L (12‘ tall)
LEVEL/X.P.VALUE:
X | 14,550
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