How did you introduce Weapons of Legacy weapons into your campaign?

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
 

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I placed some in and we started to use the system. But one guy changed characters and the other lost his weapon. So, that was the end of that.
 

Our DM just gave them as gifts for an adventure. Me personally, I think they suck. The rules are horrible, and I could get more out of just buying a regular magic weapon. I'm not going to waste xp or gold on getting a frieckin' stun ability. Don't waste your time. Just come up with something that grants some bonuses or spells every so many levels.
 

Ds Da Man said:
Our DM just gave them as gifts for an adventure. Me personally, I think they suck. The rules are horrible, and I could get more out of just buying a regular magic weapon. I'm not going to waste xp or gold on getting a frieckin' stun ability. Don't waste your time. Just come up with something that grants some bonuses or spells every so many levels.

I know what you're saying. At first I thought the loss of HP, save bonuses, spell slots, etc., sucked too. However after reading some of Merric B's posts on the subject my opinion changed. I personally don't mind them. My player really likes the look of this frost/ice staff. Everyone is happy with the system as is. Now I just have to try and find a way to get it into the game.

Olaf the Stout
 

Crothian said:
I placed some in and we started to use the system. But one guy changed characters and the other lost his weapon. So, that was the end of that.

How did he lose the weapon? And did he realise that it was a Weapon of Legacy when he lost it? Did it not seem worth his while to get it back or was it simply not possible to?

Olaf the Stout
 

Ds Da Man said:
Our DM just gave them as gifts for an adventure. Me personally, I think they suck. The rules are horrible, and I could get more out of just buying a regular magic weapon. I'm not going to waste xp or gold on getting a frieckin' stun ability. Don't waste your time. Just come up with something that grants some bonuses or spells every so many levels.

How did I introduce WoL to my game?

I held the book up and said "Players, meet a thoroughly disappointing book that I wasted thirty-odd bucks on--now say goodbye to it forever" and casually chucked it aside. :lol:

OK, not really, but yeah the rules are lame. Progressively transforming into a magic item that has a humanoid attached to it sounds like the school of D&D most folks I know are trying to get away from.

Olaf the Stout said:
How did he lose the weapon? And did he realise that it was a Weapon of Legacy when he lost it? Did it not seem worth his while to get it back or was it simply not possible to?

And how many hit points did he gain after losing it? :)
 
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Olaf the Stout said:
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?

I've done both.

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?

Generally, I make those pre-requisites known as part of the DC 18 History check that tells of the first ritual. (The weapon can be used without the prereqs, but the first Legacy ritual can't be completed without the prereqs).

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?

Me waving around the Weapons of Legacy book helped a lot. :) I assume that the PCs know that there are items that have additional powers that can be unlocked, and that they know that they can research it.

However, an identify spell or similar should tell the caster that something's up with the item (and strongly hint that researching the item would be a good idea).

So what have others done in their campaigns?

Hmm...

Age of Worms
* Icosiel's Circlet (see The Whispering Cairn) was recognised by Allustan (NPC wizard) and Eligos (NPC sage) as being an item of power; Eligos can probably tell the PCs of the first ritual. The second ritual is to gain Icosiel's blessing. Not sure what the 3rd ritual is yet...

* Alden's Greatsword - after slaying the Ebon Aspect, Alden noticed his sword was etched by the creature's blood into many weird patterns. Allustan recognised a vestige of the aspect's power had been captured by the blade, and suggested a ritual for Alden to perform, thus awakening the blade.

* Staff of Dragon Tears - wielded by the Faceless One, when Mya picked up the staff, a dragon's eye formed in the crystal orb at the top of the staff and looked around. Every so often, she could hear draconic murmurings. Allustan provided her with further information about attuning the staff.

* Avenger of the Faithful - The d'Vine ancestral blade, Holly was gifted it with her by her mother, her father having fallen when the Shield Lands were overrun by Iuz. Family tradition held the secrets to the first ritual (a night of vigilance at a shrine of Heironeous), but later secrets have still to be reveal. (It's a legacy holy avenger).

* Armour of the Woodlands - Tuor gained this armour as a gift from the druids of Obad-Hai after defeating some wilderness foes, along with the information on the first ritual.

Ulek
* Ring of Memories - in the demiplane of the Gray Lord, Abigail won this ring by solving various riddles. As she wore it, memories of olden days began to filter into her thoughts, and her contacts in the Bardic Guild identified its last known possessor in the Great Kingdom.

* Cloak of Leaves - Dave's halfling Arcane Hierophant defeated a Redspawn Arcaniss and a Cleric of Tiamat who were killing people in northern Furyondy... but too late to rescue the halfling druid who last wore it. Yet to be identified fully, but given they work for the bards...

* Lightbringer - Daniel's elven soulborn discovered this elven courtblade in the tomb of a great elven hero that had been overrun by undead and servants of Iuz. There's a bard in the group and they work for the Bardic College. They'll soon discover what it does!

Dragonlance
* Legacy Staff of Power - my character, Eligio, received the staff when he passed his Test of High Sorcery. More when we return to the campaign...

Cheers!
 

MerricB said:
I've done both.



Generally, I make those pre-requisites known as part of the DC 18 History check that tells of the first ritual. (The weapon can be used without the prereqs, but the first Legacy ritual can't be completed without the prereqs).



Me waving around the Weapons of Legacy book helped a lot. :) I assume that the PCs know that there are items that have additional powers that can be unlocked, and that they know that they can research it.

However, an identify spell or similar should tell the caster that something's up with the item (and strongly hint that researching the item would be a good idea).



Hmm...

Age of Worms
* Icosiel's Circlet (see The Whispering Cairn) was recognised by Allustan (NPC wizard) and Eligos (NPC sage) as being an item of power; Eligos can probably tell the PCs of the first ritual. The second ritual is to gain Icosiel's blessing. Not sure what the 3rd ritual is yet...

* Alden's Greatsword - after slaying the Ebon Aspect, Alden noticed his sword was etched by the creature's blood into many weird patterns. Allustan recognised a vestige of the aspect's power had been captured by the blade, and suggested a ritual for Alden to perform, thus awakening the blade.

* Staff of Dragon Tears - wielded by the Faceless One, when Mya picked up the staff, a dragon's eye formed in the crystal orb at the top of the staff and looked around. Every so often, she could hear draconic murmurings. Allustan provided her with further information about attuning the staff.

* Avenger of the Faithful - The d'Vine ancestral blade, Holly was gifted it with her by her mother, her father having fallen when the Shield Lands were overrun by Iuz. Family tradition held the secrets to the first ritual (a night of vigilance at a shrine of Heironeous), but later secrets have still to be reveal. (It's a legacy holy avenger).

* Armour of the Woodlands - Tuor gained this armour as a gift from the druids of Obad-Hai after defeating some wilderness foes, along with the information on the first ritual.

Ulek
* Ring of Memories - in the demiplane of the Gray Lord, Abigail won this ring by solving various riddles. As she wore it, memories of olden days began to filter into her thoughts, and her contacts in the Bardic Guild identified its last known possessor in the Great Kingdom.

* Cloak of Leaves - Dave's halfling Arcane Hierophant defeated a Redspawn Arcaniss and a Cleric of Tiamat who were killing people in northern Furyondy... but too late to rescue the halfling druid who last wore it. Yet to be identified fully, but given they work for the bards...

* Lightbringer - Daniel's elven soulborn discovered this elven courtblade in the tomb of a great elven hero that had been overrun by undead and servants of Iuz. There's a bard in the group and they work for the Bardic College. They'll soon discover what it does!

Dragonlance
* Legacy Staff of Power - my character, Eligio, received the staff when he passed his Test of High Sorcery. More when we return to the campaign...

Cheers!

Thanks for the reply Merric. One question. You say that I make those pre-requisites known as part of the DC 18 History check that tells of the first ritual. How do the players know to make this History check in the first place? Did you just roll for them? If so, what happens if they fail the roll or have no ranks in Knowledge (History)?

Olaf the Stout
 

Olaf the Stout said:
Thanks for the reply Merric. One question. You say that I make those pre-requisites known as part of the DC 18 History check that tells of the first ritual. How do the players know to make this History check in the first place?

We assume in my campaigns that the PCs have heard of the basic concept of Legacy Items, and thus, when they come across an unusual item, they research it to discover what it does.

The Omen is quite important for saying, "Hey, this item is interesting! Pay attention!"

In a campaign in which that wasn't common knowledge, I'd reveal that an item had "unrevealed powers needing further research" from an identify spell or similar. (Bardic Knowledge is also a great thing to have...)

Did you just roll for them? If so, what happens if they fail the roll or have no ranks in Knowledge (History)?

Most of them don't have ranks of Knowledge (History), but sages or bards have been pretty common in those two campaigns, so there's always someone to look at.

I also allow rerolls of failed Knowledge checks after periods of research in appropriate places (like the Wizard's Academy). e.g. 1 week + 100 gp = reroll with +2 bonus.

Mind you, in the Ulek campaign, there are a couple of characters with Knowledge (History) and they've kept rolling high whenever a new legacy item turns up!

Cheers!
 

MerricB said:
We assume in my campaigns that the PCs have heard of the basic concept of Legacy Items, and thus, when they come across an unusual item, they research it to discover what it does.

The Omen is quite important for saying, "Hey, this item is interesting! Pay attention!"

In a campaign in which that wasn't common knowledge, I'd reveal that an item had "unrevealed powers needing further research" from an identify spell or similar. (Bardic Knowledge is also a great thing to have...)



Most of them don't have ranks of Knowledge (History), but sages or bards have been pretty common in those two campaigns, so there's always someone to look at.

I also allow rerolls of failed Knowledge checks after periods of research in appropriate places (like the Wizard's Academy). e.g. 1 week + 100 gp = reroll with +2 bonus.

Mind you, in the Ulek campaign, there are a couple of characters with Knowledge (History) and they've kept rolling high whenever a new legacy item turns up!

Cheers!

That soulds like a resonably logical way of handling the situation. I'll keep it in mind. I think that I may just include it amongst the regular treasure for this item. Trying to fit an arctic adventure into a tropical island setting may turn the wacky meter up a few too many notches!

Does anyone else have any experiences to share?

Olaf the Stout
 

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