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Campaign defining magic item
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<blockquote data-quote="cbwjm" data-source="post: 7152887" data-attributes="member: 6788732"><p>A set of rings, A set of magical broaches, a set of magical weapons. </p><p></p><p>Any one of these could have belonged to an adventuring group of ages past. Perhaps the rings allow the players to use the message cantrip to send messages to all other ring wearers in range. Perhaps they are one of each of the elemental rings, not enough rings for each player? Create a new one, perhaps one controls wood and summons shamblers (perhaps their power combined summon... no, no, let's not go there).</p><p></p><p>A set of magical pins or broaches that protect the wearer.</p><p></p><p>A set of magical weapons. A sword, a staff, a dagger, a bow, an axe, a hammer. Whatever you need, each tailored to a small group of classes so that any one of those classes can make use of it. Otherwise, just tailor them towards your team. You could even allow the weapons to have powers which unlock as the heroes advance or as preset conditions are met (Bathe the blade in the tears of the moon to unlock its radiant power).</p><p></p><p>I think you'd definitely want either something for each of the heroes at the same time or have them questing for the rest of the items so that each player will have that feeling of receiving an item which the group has invested in finding. If searching, I think having rumours of the weapons abilities would help drive the quests.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 7152887, member: 6788732"] A set of rings, A set of magical broaches, a set of magical weapons. Any one of these could have belonged to an adventuring group of ages past. Perhaps the rings allow the players to use the message cantrip to send messages to all other ring wearers in range. Perhaps they are one of each of the elemental rings, not enough rings for each player? Create a new one, perhaps one controls wood and summons shamblers (perhaps their power combined summon... no, no, let's not go there). A set of magical pins or broaches that protect the wearer. A set of magical weapons. A sword, a staff, a dagger, a bow, an axe, a hammer. Whatever you need, each tailored to a small group of classes so that any one of those classes can make use of it. Otherwise, just tailor them towards your team. You could even allow the weapons to have powers which unlock as the heroes advance or as preset conditions are met (Bathe the blade in the tears of the moon to unlock its radiant power). I think you'd definitely want either something for each of the heroes at the same time or have them questing for the rest of the items so that each player will have that feeling of receiving an item which the group has invested in finding. If searching, I think having rumours of the weapons abilities would help drive the quests. [/QUOTE]
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