About this, well... in the videogame, after finding the Oracle Stone and Amulet of Tambor-Rin, the heroes go back to the town where it is supposed to stay Alamon... I am not too sure if they give the items to him at that time or not in the videogame but I think has sense they should give them to him if they are in the same town until going to another dangerous task with the risk of loosing them... So maybe those two items should be just plot items without any rules or extra stats for the heroes. After that, the heroes will never go back to the town until the end of the videogame (flow map here), so I think then has more sense to give the Alamon's required items some rules when they are used by heroes, including the Sorasil ones which may be so powerful items. Nevertheless, the heroes will have to give those items to Alamon at the end of the questpack (similar issue as Bow of Vindication in the Elf Quest Pack). Correct me if I am wrong, but the unique pure Sorasil three items are Paravane Shield, Palaestra Scepter & Albios Helm... The Warding Cloaks are also items from Sorasil Knights, but the heroes find four of them so I am not sure if one of them will also be requested by Alamon, maybe should be... At the end's cutscene, Sorasil also wears a new armour but there is no armour item in the game that mentions Sorasil in the description nor looks as the armour shown in the cutscene so I guess we could assume it is just a regular armour. The rest of artifacts found by heroes I think may be owned by them after the questpack.
About the rest of non-Sorasil items of course there is more freedom to design their rules. I have doubts about the Staff of Teleportation, I don't know what to think about it, maybe the heroes also should give it to Alamon after finding it or not beacause it was just an skaven item, I have no opinion yet. Well, that's part of the challenge.
I have uploaded some screenshots from the End Credits in relation to above:
https://imgur.com/a/1o6DU4E
I would like to establish/assume that:
1. The Heroes recover only the 3 above mentioned artifacts that belong to Sorasil himself, and give them back to Sorasil in the end credits.
2. Sorasil's Armour is not a thing. I base this on the end credits, where Sorasil seems to be wearing a robe, not armour, and the robe being the same as Alamon's. It has the Sorasil sigil on the back as well.
3. The Cloaks of Warding are not given back to Sorasil. The cloaks are said to have belonged to Sorasil's knights in the Prologue to Quest 6:
.Deep within these haunted halls lie the Shielding Cloaks of Sorasil's Knights.
Now as to the abilities of the Sorasil Artifacts there are 3 options:
1. We could make them very powerful (like Elven Bow of Vindication) to help the players combat the difficulty of the Quest Pack, But, the players won't like to have to give back the artifacts to Sorasil at the end of the quest pack.
2. We could make them useless in the players hands. A bit boring, but the players won't mind giving back the artifacts to Sorasil at the end of the quest pack.
3. Power as regular artifacts. It would allow for a scenario where the players get to keep the artifacts after the end of the Quest pack, and give more flexibility as to outfitting some of the new characters (the Paladin seems the most obvious choice, but the paleastra may have some magic powers for a Mystic or a Cleric).
As to the cloaks:
While it is not specified in the End Credits which artifacts are given back to Sorasil, I would like to think the players are rewarded the title 'Knight of Sorasil' at the end of the Quest Pack and they can keep the cloaks.
In the videogame the cloaks are said to make you invisible to Giants, but I have tested this and they do not seem to have that power.
I would personally like to give the cloaks a power that has to do with invisibility, but balance them properly, such as:
1. The cloaks grant invisibility, but only to Golems/Giants. This makes sure that the players can play published materials after the quest pack as these don't contain giants. But would give them a use in homebrew quests with giants or golems. Since the cloaks can only be used on these types of Monsters, they can be made a bit stronger, i.e. giving the Monsters a chance to miss the heroes even on a successful Combat throw.
2. The cloaks grant invisibility, but can only be used to hide yourself or move. Much like the cloaks are used in Lord of the Rings: the cloaks mask the members of the fellowship, but not fully, as parts of the body that are not covered can be seen by the enemy. We could write that into the ability of the cloaks; can only be used while standing still or when not taking an action, and/or monsters can still see the heroes if they roll a Skull on a combat die, etc.
I agree that it would be fun to create some unique artifact abilities and not let them all be useless items. It will however also depend on how many Artifacts we end up with in the Quest Pack. If there are a lot, we could demote some of the artifacts to Quest Items with no abilities, and vice versa.




















