-Nate
Uncanny Items
In the traditional
Dungeons & Dragons game,
magic items are things carefully crafted by divine or arcane
spellcasters. These individuals decide on what they want to make,
gather the requisite materials and then work through an elaborate
process of harnessing magical energies and imbuing them into the
chosen item. This process works well in a high-magic campaign
setting, where clerics, wizards and others are relatively common it's
not unusual to find shops dedicated to buying and selling such
treasures.
For a low-magic and historically-inspired setting, however, this
doesn't fit so well. For one thing, the characters who can harness
such magical energies are few and far between. Furthermore, the tales
regarding those relics that do exist describe a different process
entirely. Take, for instance, some of the relics associated with the
Christian religion. Veronica's veil was just an ordinary cloth, but
it was rendered holy by its contact with Jesus during the Passion.
There are many similar examples associated with various saints, where
items that they used, and even parts of their bodies, become relics.
The legendary treasures previously presented provide more examples
of this process. The highlander's broadsword is one such, the blade
that finally killed Blackbeard after he's been shot and stabbed more
than a score of times. The same can be said for Captain Kidd's
hanging rope, Danseker's shillings, Hatuey's macana and the Mission
banner. Each of these things was simply a mundane item until it
became embroiled in important events, wielded by individuals who
would make their mark on history. One can imagine that, if these
events were being played out as part of a roleplaying game, they
would make for epic and memorable moments.
In this same way, a GM can use the events of a campaign to create
new legendary treasures. To do so, one should look out for noteworthy
happenings during adventures. Some of the possibilities include the
following:
- A character scores a critical hit to defeat an important foe.
- Somebody attempts a daring action that could have distinctly negative consequences, but manages to succeed.
- A PC makes a tremendous sacrifice to benefit the rest of the party.
- Etc.
These moments should be fairly easy to recognize, since they provide
the stories that the players and GM's tell for years afterward. A
hard-pressed warrior could throw a dagger to cut the rope of a
chandelier, sending it crashing down on an enemy to powerful to
defeat in regular combat. A roguish type might stab his rapier into
the gullet of a kraken, while the rest of the party is grappled in
its tentacles. A gunslinger could manage to snipe a fleeing enemy at
long range with his pistol, preventing its escape. Whatever the case,
these events should be noteworthy as far as the course of the
campaign is concerned, and should not happen often.
As far as the bonuses are concerned, these could be a normal +1
enhancement bonus, or they could be more specific to the event in
question. The aforementioned pistol might gain the distance
quality, while the rapier in question could become keen. It's
important to keep in mind, though, that such benefits should be
distributed as evenly as possible between the PC's to prevent
imbalance, hard feelings and the like.
In this way, characters in a historically-inspired pirates game can
gradually accumulate magical items—in addition to those acquired as
part of treasure hauls—without going to town to purchase them. An
added benefit of this system is that it helps to weave the PC's into
the tapestry of the campaign setting, just like the heroes and
villains, saints and sinners who came before them. Imagine having a
group of pirates raiding settlements of the Spanish Main during the
time of Henry Morgan. If a GM then ran a game during the time of
Blackbeard, items used by characters in the first series of
adventures could become treasures in the second set.
This also provides the GM with a chance to introduce new items tied
to specific NPC's in a campaign. For instance, a recurring enemy could
possess an item that he uses frequently, and perhaps has used to
defeat or escape from the PC's. By the time they manage to defeat
him, the PC's can claim that treasure, which has inherent value and
makes a fine trophy of their victory.
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