pukunui
Legend
Hi all,
I've got what I think is an epic moment for one of the PCs in my Tyranny of Dragons campaign. The PC in question is a LG noble fighter from Baldur's Gate. The group just arrived there last session, where I had the PC's brother inform her that their late father had been doing some research into the family heirloom greataxe she carries around. The brother had continued the research and concluded that the PC's axe could be just a replica of the original - purportedly magical - greataxe wielded by the family's progenitor, who was buried somewhere in the necropolis beneath the cemetery in Tumbledown. So the PCs went to investigate and, of course, found undead.
Next session they should be able to get through the undead and make their way into the necropolis. All I've got so far is that the axe works as a key to open the tomb. I'm thinking maybe there's a statue of the ancestor, which bears a striking resemblance to the PC, that looks like it should be wielding something. The axe can then be slotted into the statue's hands, which opens the tomb doors.
Once this happens, the ancestor's spirit will manifest and talk to the PC about how she's been watching her progress for some time and wishes to help her in her quest (to defeat the Cult of the Dragon).
From here, I can either make it so that the axe is indeed a replica and the "real" one is in the tomb. OR I can make it so the axe *is* the real thing but it wasn't ever magical before ... but now the ancestor is going to make it magical by possessing it with her spirit, turning it into a sentient magic weapon.
Do you think that's memorable enough, or should I make accessing the tomb a bit more of a challenge?
I'm also having a little trouble settling on what exactly I want the axe to do. I'm thinking that the ancestor's spirit would want to help the PC fulfil her destiny. It might also act as a kind of guardian. Now, the thing is, there are heaps of different ways in which I could represent all that mechanically. Furthermore, the PC's family name is "Stormwind", which has also given me some ideas.
The simplest thing would be to give the axe the Guardian special property. I'd also like it to have the thrown property. But then I got thinking about that family name, and I think it could also potentially be fun to give it one or more of the following spells: thunderous smite, thunderwave, investiture of wind, storm sphere, warding wind. I could also potentially give it a 1/day use of the tempest cleric's Wrath of the Storm ability.
On top of that, I was looking at some of the sample sentient items, and I like how blackrazor can cast haste on its wielder, but it chooses when to cast it and it maintains concentration for the wielder. I was thinking I could have the axe do something similar, but with a spell like warding wind instead. That spell has some drawbacks, and I could potentially complicate matters by having the ancestor's spirit choose to put the spell up at an inopportune time. Maybe later, when the PC is a higher level, I could upgrade the spell to investiture of wind instead. (The PCs are only 4th level, so I'm not sure I want to give one PC the ability to fly just yet.)
I suppose I could even stick with blackrazor's haste spell and just describe the effect as the PC being imbued with the power of storm winds or something.
I could even potentially make it something of a trick, and have the spirit be not all that nice. Maybe the axe ends up becoming like a sword of vengeance, with the ancestor being a "vengeful spirit" that wants to use the PC to get revenge against someone. That might be a little mean, though. (I just like the idea that magic items aren't always 100% beneficial power-ups; some are dangerous and might backfire or have unintended side-effects or whatever. Be careful what you wish for and all that.)
I just can't make up my mind!
That's why I'd like some help. Has anyone got any ideas on fleshing out the crypt scene? Is having the axe function as a key work well enough, or should there be some other aspect to it? Should there be some other kind of puzzle or challenge to overcome before I grant access to the tomb? Should I include any other treasure besides the axe? Should I have it be that the axe is a replica and the real magical one is in the tomb, or should I make it so the axe is the real thing and have the ancestor's spirit transform it into a sentient magical weapon? And what should I have the axe be able to do, at least to begin with?
Please help! I'm suffering from some decision paralysis here.
I've got what I think is an epic moment for one of the PCs in my Tyranny of Dragons campaign. The PC in question is a LG noble fighter from Baldur's Gate. The group just arrived there last session, where I had the PC's brother inform her that their late father had been doing some research into the family heirloom greataxe she carries around. The brother had continued the research and concluded that the PC's axe could be just a replica of the original - purportedly magical - greataxe wielded by the family's progenitor, who was buried somewhere in the necropolis beneath the cemetery in Tumbledown. So the PCs went to investigate and, of course, found undead.
Next session they should be able to get through the undead and make their way into the necropolis. All I've got so far is that the axe works as a key to open the tomb. I'm thinking maybe there's a statue of the ancestor, which bears a striking resemblance to the PC, that looks like it should be wielding something. The axe can then be slotted into the statue's hands, which opens the tomb doors.
Once this happens, the ancestor's spirit will manifest and talk to the PC about how she's been watching her progress for some time and wishes to help her in her quest (to defeat the Cult of the Dragon).
From here, I can either make it so that the axe is indeed a replica and the "real" one is in the tomb. OR I can make it so the axe *is* the real thing but it wasn't ever magical before ... but now the ancestor is going to make it magical by possessing it with her spirit, turning it into a sentient magic weapon.
Do you think that's memorable enough, or should I make accessing the tomb a bit more of a challenge?
I'm also having a little trouble settling on what exactly I want the axe to do. I'm thinking that the ancestor's spirit would want to help the PC fulfil her destiny. It might also act as a kind of guardian. Now, the thing is, there are heaps of different ways in which I could represent all that mechanically. Furthermore, the PC's family name is "Stormwind", which has also given me some ideas.
The simplest thing would be to give the axe the Guardian special property. I'd also like it to have the thrown property. But then I got thinking about that family name, and I think it could also potentially be fun to give it one or more of the following spells: thunderous smite, thunderwave, investiture of wind, storm sphere, warding wind. I could also potentially give it a 1/day use of the tempest cleric's Wrath of the Storm ability.
On top of that, I was looking at some of the sample sentient items, and I like how blackrazor can cast haste on its wielder, but it chooses when to cast it and it maintains concentration for the wielder. I was thinking I could have the axe do something similar, but with a spell like warding wind instead. That spell has some drawbacks, and I could potentially complicate matters by having the ancestor's spirit choose to put the spell up at an inopportune time. Maybe later, when the PC is a higher level, I could upgrade the spell to investiture of wind instead. (The PCs are only 4th level, so I'm not sure I want to give one PC the ability to fly just yet.)
I suppose I could even stick with blackrazor's haste spell and just describe the effect as the PC being imbued with the power of storm winds or something.
I could even potentially make it something of a trick, and have the spirit be not all that nice. Maybe the axe ends up becoming like a sword of vengeance, with the ancestor being a "vengeful spirit" that wants to use the PC to get revenge against someone. That might be a little mean, though. (I just like the idea that magic items aren't always 100% beneficial power-ups; some are dangerous and might backfire or have unintended side-effects or whatever. Be careful what you wish for and all that.)
I just can't make up my mind!
That's why I'd like some help. Has anyone got any ideas on fleshing out the crypt scene? Is having the axe function as a key work well enough, or should there be some other aspect to it? Should there be some other kind of puzzle or challenge to overcome before I grant access to the tomb? Should I include any other treasure besides the axe? Should I have it be that the axe is a replica and the real magical one is in the tomb, or should I make it so the axe is the real thing and have the ancestor's spirit transform it into a sentient magical weapon? And what should I have the axe be able to do, at least to begin with?
Please help! I'm suffering from some decision paralysis here.
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