Possible Destruction Means for Artifacts/Relics

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Artifacts & Relics
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<8Magic Items8>
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DMG

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?>



TALOS

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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