“Magic Item, Grigori Artifact” is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.
The Grigori Empire appeared in the Mythic Age. They challenged the Builders to a war in the skies that rearranged the landscape. Eventually the Grigori left, apparently defeated. The Grigori left very few portable artifacts, mostly weapons and ships.
Depletion
See Depletion. At the specified interval, roll the indicated die. If one of the numbers after the colon comes up, the item is out of power.
List of Grigori Artifacts
Armor
Weapon | AC | DR | Properties | Depletion |
---|---|---|---|---|
Body Armor, Light | 15 | 3 | Stealth, Swim | |
Body Armor, Heavy | 15 | 6 | Stealth, no Swim | |
Powered Armor | 15 | 10 | No Stealth, No Swim | Each morning of use, d10: 1 |
Sealed Armor | 15 | 10 | Stealth, no Swim | |
Silk Armor | 18 | - | Stealth, Swim |
Damage Reduction (DR). Subtracts DR from damage done to wearer. E.g. if you are struck for 9 points but your armor has DR 5, you take only 4 points of damage to HP.
Powered. Grants advantage on STR checks until depleted, then inflicts Disadvantage.
Sealed. Immune to vacuum, poison gas, or drowning with optional air supply.
Silk. Nanomaterial that turns hard when struck with damaging force. Wearable as or under normal clothes.
Basic Power Cell
A heavy black oblong that fits in the palm of your hand. On the rounded end shines a very faint green light.
Benefit. Fits into any artifact that accepts a BPC, including a Blaster. After replacing a BPC, a Depleted artifact is no longer Depleted. Depleted BPCs lack the faint green light on the rounded end.
Benefit. Ten BPCs fit in a Gear Slot.
Curse. Once depleted, only a Power Cell Charger can restore it.
Curse. Breaking open a BPC causes a 3d6 explosion. All in Close must succeed in a DC 12 DEX check to take half damage.
Daemon Engine
A black cube bigger than a human head and eight times as heavy. It speaks to you.
Benefit. Speaks Common, Grigorian, and a few randomly rolled languages. Knows quite a lot about battle strategy and the Grigorian Empire.
Benefit. AC 15, HP 18, no attacks or move as a plain box. STR –, DEX +2, CON –, INT +3, WIS +2, CHA +1, AL N, LVL 4.
Benefit. If jerry-rigged into existing technology, can control that technology. The Daemon Engine will instruct characters on jerry-rigging.
Benefit. Vulnerable to magic, including True Name magic.
Curse. No hands, legs, or torso, so cannot do anything by itself.
Curse. Wants to go back to the Empire.
Deflector Belt
A belt with rounded nodules along most of its length. One large nodule at the back holds a BPC.
Benefit. Grants the wearer of the belt AC 16 or their current AC +2, whichever is better.
Depletion. Every attack against the wearer, 1d100: 1.
Obedience Collar
A thick slave collar with a few small glass beads near the hinge. When closed the beads light up dimly. Comes with a small palm-sized box. Both have a slot for a BPC.
Curse. When the collar closes around the subject’s neck, they must make CHA checks not to obey the commands of whoever holds the controller box.
Curse. At a press of a button on the controller, the collared subject feels intense pain. DC 15 CON check to do anything but writhe.
Curse. A wizard, sorcerer, or psion with the right spells or powers can steal control away from the controller box.
Depletion. Every day of operation, 1d10: 1. Check collar and controller separately.
Power Cell Charger
A large round cylinder with slots in the top for eight BPCs. A faint light at the top shines green.
Benefit. Placing a BPC in a slot for 8 hours recharges it.
Curse. Breaking open the Power Cell Charger causes a 10d6 explosion. All in Near must succeed in a DC 15 DEX check to take half damage.
Psi Helmet
A helmet covering the whole head; its interior is etched in a hypnotic moire pattern. Thin slits allow the wearer to see and hear.
Benefit. You have Advantage on CHA checks to resist magical or psionic mind control.
Depletion. Each component: every day of operation, 1d20: 1.
Weapons
Weapon | Type | Range | Damage | Properties | Depletion |
---|---|---|---|---|---|
Blaster pistol | R | F | 2d6 | After each shot, 1d20: 1 | |
Blaster rifle | R | F | 4d6 | 2H | After each shot, 1d20: 1 |
Blaster shotgun | R | N | 4d10 | 2H, AOE | After each shot, 1d6: 1 |
Crys Knife | M/R | C/N | 1d6 | F. Th | |
Crys Sword | M | C | 1d10 |
Area of Effect (AOE). Strikes multiple targets in a cone centered on the weapon and spreading to a Near distance. No to-hit roll; targets must make a DC 12 DEX save to take only half damage.
Crys. Translucent material with an extremely sharp serrated edge. Not metal. Never breaks.
Finesse. May use DEX or INT as to-hit bonus.
Thrown (Th) May be thrown.
Two-Handed (2H) Must use two hands to fire this weapon.
Depletion. Roll after every shot. If depleted, insert another BPC.