Olaf the Stout
Legend
I have a copy of Weapons of Legacy. One of my players is playing a sorcerer who concentrates on cold-based spells and likes the look of the ice staff in there (don't have the book in front of me at the moment and I can't remember the name of it). So I am going to introduce the staff into the campaign for him.
The question I have is how should I bring it into the campaign? I am running the Freeport trilogy at the moment (with some other adventures from Dungeon and the Tales of Freeport book thrown in as well. Should I just replace some of the other treasure in the adventures with the staff or do you think getting the weapon should be an adventure in itself?
Secondly, there are the prerequisites. Off the top of my head I remember that you had to have a certain number of ranks in Knowledge (Geography), speak Elven and cast arcane spells. The PC is a half-elven sorcerer so the last 2 prerequisites are no problem. But how does the player figure out that he needs to gain ranks in Knowledge (Geography) in order to fully utilise the weapon though? Do we just meta-game it? Does he visit a sage or the local Wizard's Guild to try and find out more about the weapon? And what is it about this weapon that makes him think that there is something more to it and visit a sage/mage in the first place? He didn't do that when he got his +1 dagger 3 weeks ago so why would he now?
I had thought that he could feel as if he was drawn to the weapon and that when he held it it felt like there was a great amount of potential locked within it. There are also the minor effects that accompany all Weapons of Legacy (I think this weapon gives off a sort of dry ice mist when it is held). That could give a hint that there was something more to the weapon (or it could just be thought of as a cool side effect).
And what about the research of the rituals? How did your player(s) actually discover that there were rituals to undertake to make their weapon more powerful?
Obviously if we wanted to we could just meta-game it all and I could tell him mechanically what he needed to do. I think that would take a lot of the fun and mystery out of it for both the player and myself so I don't really want to do that. There could be a lot of fun to be had with this and I really like the concept of weapons that grow with their user. Just how do I implement it though?
So what have others done in their campaigns?
Olaf the Stout
The question I have is how should I bring it into the campaign? I am running the Freeport trilogy at the moment (with some other adventures from Dungeon and the Tales of Freeport book thrown in as well. Should I just replace some of the other treasure in the adventures with the staff or do you think getting the weapon should be an adventure in itself?
Secondly, there are the prerequisites. Off the top of my head I remember that you had to have a certain number of ranks in Knowledge (Geography), speak Elven and cast arcane spells. The PC is a half-elven sorcerer so the last 2 prerequisites are no problem. But how does the player figure out that he needs to gain ranks in Knowledge (Geography) in order to fully utilise the weapon though? Do we just meta-game it? Does he visit a sage or the local Wizard's Guild to try and find out more about the weapon? And what is it about this weapon that makes him think that there is something more to it and visit a sage/mage in the first place? He didn't do that when he got his +1 dagger 3 weeks ago so why would he now?
I had thought that he could feel as if he was drawn to the weapon and that when he held it it felt like there was a great amount of potential locked within it. There are also the minor effects that accompany all Weapons of Legacy (I think this weapon gives off a sort of dry ice mist when it is held). That could give a hint that there was something more to the weapon (or it could just be thought of as a cool side effect).
And what about the research of the rituals? How did your player(s) actually discover that there were rituals to undertake to make their weapon more powerful?
Obviously if we wanted to we could just meta-game it all and I could tell him mechanically what he needed to do. I think that would take a lot of the fun and mystery out of it for both the player and myself so I don't really want to do that. There could be a lot of fun to be had with this and I really like the concept of weapons that grow with their user. Just how do I implement it though?
So what have others done in their campaigns?
Olaf the Stout