So I'm designing this adventure/quest for my group (we play 4e), where they will be going 'Locke Lamora' style* into a magical-item museum heist, trying to handle some extremely tough traps under a time limit and keeping whatever they can pry out and get away with.
Now, immediately I'm set upon with a problem... the magical items in the game... aren't really *that* magical :/ I don't really want to end up with, say, a high-security display case with invisible tripwires and 12 separate layers of necromantic and evocation glyphs... that holds a sword that is +2 and pushes the enemy back a square once a day. I want *magical* stuff, like stuff that feels like it should be waaay out of your league (and I don't mean 'it's +5'
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What I mean is, like maybe a sword that when bathed in the blood of a truly innocent person explodes into flames and calls down random lightning from the heavens for 2d6 rounds. Or a ring sculpted from little green vines, which when activated instantly grow, snare and completely immobilize whatever target the wearer is pointing at, but always has a 10% chance of turning and snaring the wearer himself. Or gloves that turn everything they touch into chocolate. Stuff like that.
Of course my first instinct is to look at old-school adventures, 3.5 third-party stuff, Dungeon magazine maybe, etc., but I figure maybe the collective wisdom of ENWorld can help me like it's done before, and if there is by any chance a nice book out there which has a bunch of this kind of stuff in it, it would really save me a ton of time that I could use to actually work on the game.
I'm already looking through 3.5's Magic Item Compendium and it kiiiinda has what I want, but a little too slanted towards the combat stuff... I'd really like a lot more "wild magical crazy" stuff.
Thanks for any help.
* If you don't know who Locke Lamora is, stop everything you're doing and read Scott Lynch's "The Lies of Locke Lamora". Now
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Now, immediately I'm set upon with a problem... the magical items in the game... aren't really *that* magical :/ I don't really want to end up with, say, a high-security display case with invisible tripwires and 12 separate layers of necromantic and evocation glyphs... that holds a sword that is +2 and pushes the enemy back a square once a day. I want *magical* stuff, like stuff that feels like it should be waaay out of your league (and I don't mean 'it's +5'

What I mean is, like maybe a sword that when bathed in the blood of a truly innocent person explodes into flames and calls down random lightning from the heavens for 2d6 rounds. Or a ring sculpted from little green vines, which when activated instantly grow, snare and completely immobilize whatever target the wearer is pointing at, but always has a 10% chance of turning and snaring the wearer himself. Or gloves that turn everything they touch into chocolate. Stuff like that.
Of course my first instinct is to look at old-school adventures, 3.5 third-party stuff, Dungeon magazine maybe, etc., but I figure maybe the collective wisdom of ENWorld can help me like it's done before, and if there is by any chance a nice book out there which has a bunch of this kind of stuff in it, it would really save me a ton of time that I could use to actually work on the game.
I'm already looking through 3.5's Magic Item Compendium and it kiiiinda has what I want, but a little too slanted towards the combat stuff... I'd really like a lot more "wild magical crazy" stuff.
Thanks for any help.
* If you don't know who Locke Lamora is, stop everything you're doing and read Scott Lynch's "The Lies of Locke Lamora". Now
