Artifacts in play

Some artifacts are simply interesting or valuable. But others have extraordinary properties or generate magical effects. When questions arise about an artifact (like how it works, what's involved with using it, what it can/can't do, etc.), talk it out with the players. Consider the artifacts' description, what's implied about it, and the specific details already established in play. Extrapolate an answer together.

If the PCs want to leverage an artifact to achieve some long-term goal, then Make a Plan or write up a new steading improvement to reflect their idea, whichever makes the most sense.

They open the urn and sift through the junk. "Are there markings inside?" asks Vahid. "Or anything else to explain that calling Blodwen feels?" I'm not sure, so I ask Vahid if he's Knowing Things about the urn. He is, and he rolls a 7.

"Something interesting… It's clearly the work of a Green Lord. And the magic is a compulsion that affects Fae. So how do you know this?" We decide that there are flowing runes along the urn's inside, some of which Vahid can decipher.

"It was made by the Green Lords? I'm Well Versed in the Makers and their arts, so I get a follow-up question. What exactly does this urn do?"

My instinct is to give him only a half answer, but that's not cool. Instead, I just give him the description (from Opportunities). "And before you ask," I say, "no, there aren't any pearls in there. Just a bunch of junk. Though, there is a cracked flute in there made of redwood…"