Nifty minor items for my players...

Weapons and "coming of age": in dangerous areas, one of the primary benefits of adulthood is the right to handle and own weapons. After a young person shows that he's worthy of trust & respect (via a "rite of passage"), he should be allowed to wear a weapon in public -- a dagger is a good choice for everyone. Not Masterwork or anything special, just a good-quality dagger that represents the blessing of the community. (Also, IMHO it's rather silly to allow one kid to know "Burning Hands" and forbid the other from wearing a sword. D&D World is a dangerous place even if you don't go looking for trouble.)

So, IMHO everyone should get a dagger & scabbard, which symbolizes their responsibility to use their knowlege & skills to defend the community in times of need, just like any other able-bodied adult. Then, the town should celebrate with a midsummer alcoholic festival, where youths get their first taste of "legal" alcohol (and where trouble can very, very easily happen, since adults aren't necessarily paying attention).


Individual Gifts:

For the Wizard: a Red Dragon Scale on a thin iron chain. It can be used as the Focus of certain Fire spells (in place of material components), and eventually he can make a magic item using it. (Perhaps [Fire] spells deal +1 point of damage when the scale is used as a Focus...) Alternately, the 100 gp in components to summon a Familiar.

For the Paladin: a Silver Holy Symbol. As he invests his faith in it, perhaps it will grow more powers (e.g.: by spending a Turn Undead attempt, he gains a very minor aspect of his deity: Low-Light Vision for 1 minute, +2 to Will saves for 1 minute, that sort of thing).

For the Ranger: A mighty composite shortbow would probably be welcome. Otherwise, how about a magical pouch that will keep herbs fresh. From time to time, let him find magical (or simply medicinal) herbs, and let the pouch keep them fresh. Sample herbs:
  • Spider Wort -- yellow-leafed fern grants +2 on your next Poison save within one hour
  • Queen's Lace -- sea-shore flower that causes a deep, restful sleep (+50% natural healing for one night, 1/week)
  • Bitter Nelly -- stimulant nut grants +2 to Constitution checks vs. fatigue & exhaustion for one hour per nut. (Eating 4 nuts in one day can cause poisoning.)

For the Psion: the 100 gp worth of stuff necessary to make a Psi Crystal would probably be welcome. Alternately 10 or so Shards that grant from +2 to +6 on some potentially useful skills.

For the Psychic Warrior: a musical instrument from his mom? does he have any ranks in Perform? Otherwise, some Shards and a suit of his mom's old armor -- studded leather?

For the Halfling (a Rogue, I take it?): a nice silk rope ("Enough to hang ye'self, rascal!", the baker was heard to shout), a set of MW Darts, a bottle of fine Pellian Peach Brandy -- depends on what he's going to be doing as a PC.

-- N
 

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Thanks, everyone - especially Nifft. Great ideas, and I liberally grabbed a bit from everyone. A few characters - the ranger, in particular - ended up with fairly powerful items at the end of the session, but that's due to him winning a festival contest I really hadn't expected, with two natural twenties and a 98 on percentile to ignore 3/4 miss chance. I was wowed.
 

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