I need help/input/inspiration with a campaign I am planning. Without going into too much detail, in the world I’ve built there used to be a historically important and very powerful council of 7 mages (3 elves, a human, a gnome, an orc and a dwarf). They’ve each left behind a magical artifact of some kind. My group (druid, rogue, cleric and swashbuckler) is eventually going to hunt down all these artifacts.

I am struggling to find artifacts that would fit. They either feel too mundane or are way too powerful. I want these artifacts to be useful and powerful, for the time they get them. Of course, they’re not going to get them all at once. So these things should be spaced out to be useful from about player level 3 to 12.

We’re playing Pathfinder 2e, but I can easily adapt DnD items as well. If you have homebrew, I’ll take that as well. If you have general input for these items or that plotline, that’s great as well.

Thank you all in advance.

  • The Giant Korean
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    31 year ago

    In the campaign I’m running, there are 7 pieces of an artifact that do something on their own, but can be combined to make a much more powerful artifact. Each relate to an inner plane - earth, fire, water, air, negative, positive, prime. Each has charges and allow you to do different things, e.g. the negative material plane piece allows you to use Vampiric Touch.