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<blockquote data-quote="Fimmtiu" data-source="post: 1213090" data-attributes="member: 7953"><p>Don't assume that they won't be able to take it all. When it's treasure at stake, PCs tend to get very, very creative! Let's see...</p><p></p><p>Art: A breathtaking tapestry, thirty feet long by twenty feet high, depicting a series of dramatic scenes in illithid history. It's subtly interwoven with gold and silver thread, and radiates faint abjuration magic which protects it from everyday wear and tear, making its age hard to distinguish. For extra verisimilitude, allow a difficult Knowledge (history) or Bardic Knowledge check to identify what series of events it's describing -- I'd make a story up, but I don't know the background of your campaign world well enough.</p><p></p><p>Jewelry: A sceptre made for a giant, which puts it at about the length of a broom handle. It's made out of pink quartz, slightly rough-hewn, and weighs about 300 pounds. Atop it is affixed an artfully polished giant skull, whose features have been filed into a queer parody of a face.</p><p></p><p>Monuments: Well, we'd better add something personal for the players. Perhaps remains or possessions of the earlier expedition to the White Kingdom, with the original Sir Aleax? Maybe the ghouls would have defaced the remains and arranged them as a monument to their previous victory over the surface-dwellers. Maybe some survivors have been brought back as undead and kept in torment for the Kingdom's amusement.</p><p></p><p>Unique weaponry: The hilt of a sword, broken off a few inches from the base, which radiates strong magic. When drawn, the wielder can (as a free action) cause a shimmering illusion of a blade to form above the break, which acts as a <em>ghost touch</em> weapon with an impressive array of additional abilities, at your discretion. The concentration required to make the sword manifest is physically draining, however, and causes 2 points of subdual damage to its wielder every round. [Or you could make it a bit creepier, and have it cause real damage, feeding on its user's life force. The tactical balance between using the sword's abilities and suffering the damage might be interesting, as long as it's sufficiently good to make it a difficult choice for them.]</p><p></p><p>Books and information: A set of three leather-bound volumes which comprise the notes, initial drafts, and decaying pressings for <em>Carnivorous Flora of the Subterranean Realms</em>, an ambitious book of botanical research by one Vorvikel Echen of Corsai, long deceased. (Let's see them find a use for THAT. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p><p></p><p>History: A set of ancient tomes, presumably pilfered from Mrid, emblazoned with the holy symbol of Dumathoin on their beautifully carved wooden covers. The dwarven inside is spidery and difficult to read, perhaps in some sort of cipher. I'd expect it's the sort of thing which Glibstone would probably kill his own mother to restore to their rightful place.</p><p></p><p>Magic: A rod, crafted from a length of thick metal, but curiously light as a feather. When activated, three times per day, the rod renders gravity powerless in a 60' radius around itself for up to 10 minutes. People and objects in that sphere tend to gently drift about, and characters need to push off or "swim" through the air to move. At the end of the duration, everything suddenly clatters back down to the ground again.</p><p></p><p>By the way, I <em>love</em> Tallarn's idea of putting in a pile of really valuable svirfneblin "junk" that nobody except Priggle will even pay attention to. Just the proper reward for our favourite long-suffering hero!</p></blockquote><p></p>
[QUOTE="Fimmtiu, post: 1213090, member: 7953"] Don't assume that they won't be able to take it all. When it's treasure at stake, PCs tend to get very, very creative! Let's see... Art: A breathtaking tapestry, thirty feet long by twenty feet high, depicting a series of dramatic scenes in illithid history. It's subtly interwoven with gold and silver thread, and radiates faint abjuration magic which protects it from everyday wear and tear, making its age hard to distinguish. For extra verisimilitude, allow a difficult Knowledge (history) or Bardic Knowledge check to identify what series of events it's describing -- I'd make a story up, but I don't know the background of your campaign world well enough. Jewelry: A sceptre made for a giant, which puts it at about the length of a broom handle. It's made out of pink quartz, slightly rough-hewn, and weighs about 300 pounds. Atop it is affixed an artfully polished giant skull, whose features have been filed into a queer parody of a face. Monuments: Well, we'd better add something personal for the players. Perhaps remains or possessions of the earlier expedition to the White Kingdom, with the original Sir Aleax? Maybe the ghouls would have defaced the remains and arranged them as a monument to their previous victory over the surface-dwellers. Maybe some survivors have been brought back as undead and kept in torment for the Kingdom's amusement. Unique weaponry: The hilt of a sword, broken off a few inches from the base, which radiates strong magic. When drawn, the wielder can (as a free action) cause a shimmering illusion of a blade to form above the break, which acts as a [I]ghost touch[/I] weapon with an impressive array of additional abilities, at your discretion. The concentration required to make the sword manifest is physically draining, however, and causes 2 points of subdual damage to its wielder every round. [Or you could make it a bit creepier, and have it cause real damage, feeding on its user's life force. The tactical balance between using the sword's abilities and suffering the damage might be interesting, as long as it's sufficiently good to make it a difficult choice for them.] Books and information: A set of three leather-bound volumes which comprise the notes, initial drafts, and decaying pressings for [I]Carnivorous Flora of the Subterranean Realms[/I], an ambitious book of botanical research by one Vorvikel Echen of Corsai, long deceased. (Let's see them find a use for THAT. :D) History: A set of ancient tomes, presumably pilfered from Mrid, emblazoned with the holy symbol of Dumathoin on their beautifully carved wooden covers. The dwarven inside is spidery and difficult to read, perhaps in some sort of cipher. I'd expect it's the sort of thing which Glibstone would probably kill his own mother to restore to their rightful place. Magic: A rod, crafted from a length of thick metal, but curiously light as a feather. When activated, three times per day, the rod renders gravity powerless in a 60' radius around itself for up to 10 minutes. People and objects in that sphere tend to gently drift about, and characters need to push off or "swim" through the air to move. At the end of the duration, everything suddenly clatters back down to the ground again. By the way, I [I]love[/I] Tallarn's idea of putting in a pile of really valuable svirfneblin "junk" that nobody except Priggle will even pay attention to. Just the proper reward for our favourite long-suffering hero! [/QUOTE]
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