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<blockquote data-quote="Empirate" data-source="post: 6071827" data-attributes="member: 78958"><p>Very nice ideas, keep them coming, guys!</p><p></p><p></p><p>More stuff I've been using:</p><p></p><p>A fighter PC in an early 3.0 campaign I ran had a matched pair of intelligent swords. These rarely spoke to him, but when they did, it was mostly to point him towards what they most wanted to kill. He quite faithfully did their bidding in a few instances ("Green dragon blood is tasty, you say? Sure, let's go hunt us some dragon!"). So I decided to come up with another item, a matched pair of sheaths for his swords, which guided the PC to find them. The longer he went without drawing the swords from these "Sheaths of Patience", the more powerful the swords would get for a single fight once they were finally drawn. This mechanic rewarded downtime for the fighter, so he was looking forward to the druid crafting stuff and the rogue socializing. The sheath powers came in very handy in the final fight of that campaign, because the party had more than a month downtime before.</p><p></p><p>A cleric PC in another campaign of mine (Red Hand of Doom) did the right thing a few times (like stopping the torture of prisoners, even though they needed information), so one day an emissary of her god showed up and gave her good advice. That's it, just good advice. Which turned out to be very useful indeed. The emissary (a macho Hound Archon who liked to talk smack a lot) also promised her she could call him a total of three times. She ended up calling him once more, and the advice she received that time actually prevented the PCs from committing a very grave mistake which they had already almost decided upon (confronting the Ghost Lord in battle, for those who know the module...).</p><p></p><p>In the campaign I'm currently running, the PCs helped an anarchy-minded politician overthrow public order in his city. The anarchist orchestrated events so that the PCs' actions would play into his hands and promote a revolution, which resulted in him taking power. The PCs found out about this, but since the anarchist had been very nice to them throughout, and they had been able to further their own goals alongside the revolution, they were cool with the whole affair. Now, if ever they return to that city, they will be best buddies with the new ruler.</p><p></p><p>In a solo campaign I DMed a while ago, the plot revolved around four Rings of Elemental Command, one each keyed to each element. As per usual with these rings, most of their powers need to be "unlocked" by a certain action or event before they function for any given wielder. The PC needed not only to find the four rings, but also to visit four pocket "prison" planes and defeat the planes' prisoners. A fully functional Ring of Elemental Command is a powerful tool, especially in an elemental-themed campaign!</p><p>His first ring was the water one. The plane consisted of a mini-planet (think a hundred square miles surface area) consisting entirely of water, with some small islands swimming on the surface. The prisoner was a huge Kraken, and the PC needed to win over a large settlement of water gnomes, defeat a tribe of murderous Kuo-Toa (for which he needed to enlist the help of a friendly Couatl) and finally dive into the depths of the plane to confront the Kraken, helped by two dragon turtles. A looong plot arc, all in all, but the reward was worth it! Also, only a fully "unlocked" ring could open the gate to the next pocket plane... so reward and plot tool were rolled into one here.</p></blockquote><p></p>
[QUOTE="Empirate, post: 6071827, member: 78958"] Very nice ideas, keep them coming, guys! More stuff I've been using: A fighter PC in an early 3.0 campaign I ran had a matched pair of intelligent swords. These rarely spoke to him, but when they did, it was mostly to point him towards what they most wanted to kill. He quite faithfully did their bidding in a few instances ("Green dragon blood is tasty, you say? Sure, let's go hunt us some dragon!"). So I decided to come up with another item, a matched pair of sheaths for his swords, which guided the PC to find them. The longer he went without drawing the swords from these "Sheaths of Patience", the more powerful the swords would get for a single fight once they were finally drawn. This mechanic rewarded downtime for the fighter, so he was looking forward to the druid crafting stuff and the rogue socializing. The sheath powers came in very handy in the final fight of that campaign, because the party had more than a month downtime before. A cleric PC in another campaign of mine (Red Hand of Doom) did the right thing a few times (like stopping the torture of prisoners, even though they needed information), so one day an emissary of her god showed up and gave her good advice. That's it, just good advice. Which turned out to be very useful indeed. The emissary (a macho Hound Archon who liked to talk smack a lot) also promised her she could call him a total of three times. She ended up calling him once more, and the advice she received that time actually prevented the PCs from committing a very grave mistake which they had already almost decided upon (confronting the Ghost Lord in battle, for those who know the module...). In the campaign I'm currently running, the PCs helped an anarchy-minded politician overthrow public order in his city. The anarchist orchestrated events so that the PCs' actions would play into his hands and promote a revolution, which resulted in him taking power. The PCs found out about this, but since the anarchist had been very nice to them throughout, and they had been able to further their own goals alongside the revolution, they were cool with the whole affair. Now, if ever they return to that city, they will be best buddies with the new ruler. In a solo campaign I DMed a while ago, the plot revolved around four Rings of Elemental Command, one each keyed to each element. As per usual with these rings, most of their powers need to be "unlocked" by a certain action or event before they function for any given wielder. The PC needed not only to find the four rings, but also to visit four pocket "prison" planes and defeat the planes' prisoners. A fully functional Ring of Elemental Command is a powerful tool, especially in an elemental-themed campaign! His first ring was the water one. The plane consisted of a mini-planet (think a hundred square miles surface area) consisting entirely of water, with some small islands swimming on the surface. The prisoner was a huge Kraken, and the PC needed to win over a large settlement of water gnomes, defeat a tribe of murderous Kuo-Toa (for which he needed to enlist the help of a friendly Couatl) and finally dive into the depths of the plane to confront the Kraken, helped by two dragon turtles. A looong plot arc, all in all, but the reward was worth it! Also, only a fully "unlocked" ring could open the gate to the next pocket plane... so reward and plot tool were rolled into one here. [/QUOTE]
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