23.12.2012 Views

Adventurer's Vault.pdf

Adventurer's Vault.pdf

Adventurer's Vault.pdf

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

WILLIAM O’CONNOR<br />

Appendix 1<br />

Magic items are the most tangible signs of a<br />

character’s adventuring success. The PCs’ enchanted<br />

weapons, armor, and implements tell the tale of how<br />

far they’ve come, the challenges they’ve faced, and,<br />

most importantly, that they’ve survived those challenges<br />

and lived to brag about them.<br />

However, as characters advance in level, they can<br />

accumulate a surplus of magic items that become<br />

increasingly less relevant, less useful, and less distinctive.<br />

Surplus items can be sold or disenchanted easily<br />

enough, but a player might want an item his character<br />

earns at 1st level to stay with him throughout<br />

his career. Another might want to alter or increase<br />

an existing item’s power rather than claiming a<br />

brand-new item and abandoning the old. Yet another<br />

character might desire an item with a special history,<br />

or one that provides a built-in roleplaying hook.<br />

The rules in this chapter allow DMs and players to<br />

place and use magic items with greater ease—not just<br />

employing them as treasure and tools, but as memorable<br />

elements of the game world.<br />

UNIQUE NIQUE ITEMS<br />

ITEMS<br />

One of the most time-honored ways of customizing<br />

a magic item in a D&D game is to give it a unique<br />

history. By working together, players and DMs can<br />

create magic items specifically suited for the campaign,<br />

giving them an inimitable quality that no<br />

standard rulebook can match. The deeds of the PCs<br />

then become part of the ongoing history of these<br />

items—possibly even the most important chapter in<br />

their storied existence.<br />

Such an approach to shared storytelling works<br />

best with care and moderation, however. Giving a<br />

notable backstory or a complicated array of unfolding<br />

powers to a select few of the items the PCs acquire can<br />

increase the fun. On the other hand, making every<br />

item a relic with a detailed history and a host of secrets<br />

behind it serves only to make none of those items particularly<br />

special. Make customization choices count by<br />

letting a small number of unique items add to the PCs’<br />

reputation, rather than filling a campaign with items<br />

that compete with the PCs for importance.<br />

History<br />

As with a character, an item’s past can help create a<br />

strong sense of its place in the world. Every campaign<br />

is unique, and magic items tied to people, places, and<br />

myths within the game world can’t help but be distinctive.<br />

When the item’s history becomes relevant to<br />

the campaign narrative, it adds depth to the game.<br />

The history of an item claimed at the climax of<br />

one adventure can provide the impetus for further<br />

adventures. An item that is out of place in its current<br />

setting or in the hands of its former owner can<br />

also serve as a campaign hook. PCs that recover a<br />

magic shield of Pelor from an orc king are likely to<br />

wonder how it got there—and might have a mystery<br />

on their hands that could take the campaign in new<br />

directions.<br />

Characters can uncover fragments of the history<br />

and legends surrounding a unique magic item<br />

with skill checks (most commonly Arcana or History<br />

knowledge checks) or even a skill challenge. Alternatively,<br />

an NPC might recognize the item and relate<br />

its history to a new owner. An account of the item<br />

might be found in lore uncovered during, after, or<br />

even before the adventure in which the item appears.<br />

Sometimes an item’s history is recorded on the item,<br />

and powerful relics and artifacts can convey their<br />

own sagas.<br />

The more common and low-level an item is, the<br />

less likely it is to have an exceptional history. Unless<br />

magic items are rare in your world, it’s fine for a<br />

+1 dagger to be just that most of the time.<br />

CHAPTER 2 | Magic Items<br />

APPENDIX 1<br />

195

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!