For the artifacts, I combed and milked this thread right now.
I put them all in a spreadsheet, editable by anybody of you. Don't be shocked, I prepared the german, italian and french translation right away. I mean, we want to be THE HQ25 Questpack, right? Not just any other fan questpack.
For the discussion, let's stay here in the thread for a while.
I start with the four Mohawk Artifacts for the final quests
Battle GauntletsThese burly metal gauntlets improve the wearer's physical abilities in combat. They are very large and can only be worn by the Barbarian. While using these gauntlets, you may reroll your entire Attack roll once per turn. If you do, you must accept the second roll, even if it worse. You must use this ability before the monster rolls for defense.
Very thought-through, I like that artifact. 346 letters is a bit much, though I didn't see any way of shortening it right now, without removing the RPG piece at the beginning.
Adamant EpauletsThese sturdy epaulets protect their wearer from harm. They are too small for anyone other than the Dwarf to wear them. While wearing these epaulets, you may roll an additional Combat Die when Defending, but only while your Body Points are less than half of their starting value, rounded down.
Maybe change to
These sturdy epaulets protect their wearer from harm. They are too small for anyone other than the Dwarf to wear them. While wearing these epaulets, you may roll an additional Combat Die when Defending, but only while your Body Points are less than 4.
It's easier for a 10-year-old.
Aero GreavesThese magical greaves lighten their wearer's pace. Only the Elf can wear them properly. While wearing these greaves, you may roll an additional red die when rolling for movement and discard the lowest result.
Spellcraft AmuletThis round amulet is etched with many runes in a language only the Wizard can read. While wearing the amulet, whenever you cast a spell, you may roll two red dice. If the total is less than your current Mind Points, you may immediately cast a second copy of that spell.
Love it, because it works in the original, and it works even better in my personal system.
That's 7 so far. Now we have some more, generic artifacts; "Quest Treasures", that appeared in this thread. I don't know if we want them all, but I also don't want to exclude them on my own without talking to you all.
Hammer of VengeanceThis burnished red hammer is capable of mighty blows, but only against powerful opponents. When attacking with this weapon, roll a number of Combat Dice equal to the Defend value of the monster you are attacking, up to a maximum of 5 dice. You may not use a shield while wielding this weapon. May not be used by the Wizard.
I removed "two-handed" to save some letters, but it's still 323 letters long.
This was why we had the no wizard symbol in HQModern, right?
Arcan's SpearThe haft of this magical spear glows with a ethereal blue light. When using it, roll three Combat Dice to attack. While holding Arcan's Spear, your current and maximum Mind Points are increased by one. The length of this spear enables you to attack diagonally. May not be used by the Wizard.
So basically we immunize somebody against sleep. I guess that's the same somebody who would so much love to use the Hammer of Vengeance, so that's a difficult choice. I like it.
Dagger of DowsingThis dagger has a small golden jewel set in its pommel. It may be used to attack with one Combat Die. Whenever you deal one or more Body Points of damage to a monster with this weapon, you may take a Treasure card. If that card is a Wandering Monster or Hazard, it has no effect and is shuffled back into the Treasure deck.
I'm not sure, to be honest...
That's strong, going through the treasure deck without risk.
Now the three vulcan-ish items of daedalus
Hell RodThe flared iron barrel of this long-range weapon gives you the attack strength of 4 combat dice. It can be fired at any one non-adjacent target you can see. However, it must be loaded carefully; you may not move in the same turn you fire. When fired, it spouts out the fiery bone fragments and ash of a tortured soul causing you to lose 1 Mind Point. It has enough ammunition for 10 shots before it becomes useless. May not be used by the Wizard.
It'll be very difficult to use. Also it has 446 letters. I would tend to exclude this one.
Infernal ArmorThis diabolic metal armor gives you 2 extra combat dice in defense. However, because of its weight you roll 3 red dice for movement while only using the lower 2. Furthermore, while wearing this unclean armor your Mind Point total is reduced by 1. May be combined with the Helmet and/or Shield. May not be worn by the Wizard.
I like it. Is that sentence about helmet and shield necessary? Without it, it is nicely short.
Vulcan PotWhen this baked-clay skull is hurled at a victim's feet it shatters, pouring forth a scorching black fume. Any Hero in the room or corridor where it was cast is blinded by the embers and foul ash for one turn, unable to move or attack. This effect can be ignored if a Hero rolls a 5 or 6 on one red die. The Dwarf may roll 2 dice.
I absolutely like it, as it is a one-use item so it can be given away like the magical throwing daggers.
Magic Red CapeThe Wizard may roll one more die in defense. Any Minotaur that can "see" this cape, will move to and attack the wearer if he can.
My thoughts: Base defense are 2 dice (they are, aren't they? Or is it one of the differences between the systems?); plus bracers are three dice, plus this one are four dice in defense. Well, and a tiny disadvantage.
I think there will be no big difference - if the wizard stays back as he should, that is.
Lightning RodThis copper rod enables the Wizard to shoot lightning. Aim at any monster he can "see" and roll a combat die. If hit, the target will lose 1 Body Point. If a model is adjacent to this victim, the bolt arcs. Roll an attack against the new target. If a black shield is rolled, the rod is drained and may not be used until the next Quest.
I shortened the text to 335 letters. Also, the lightning may arc over to friendly models now. It's just more style that way.
Just my opinion; I'd like to hear your thought's, too?
Kobold's BaneTwo snakes twine this magical blade. Roll three combat dice to attack. If you attack and kill a Kobold, you may continue to attack another adjacent Kobold that are also in range. Roll again with one fewer die each attack until you fail to kill one. May not be used by the Wizard.
Shortened the text to 278 letters. I didn't like the last name, but I also don't like this name. Any ideas on this? This could be found in Q4, that one that J_Dean is currently editing