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image from www.wizards.com |
Here's an old magic item I created for a now-defunt 4E D&D campaign. The campaign itself fell apart a little due to some of the players moving away, but then had a sort of rebirth in the form of my current campaign, the one that has the
Lich-Queen's Beloved finale.
The item itself was a bit of a collaboration between myself, as Dungeon Master, and Jon Paul the Pontiff, as player. A huge amount of inspiration came from this early and expertly written DDi article from
Dragon 372.
The dungeon where this item was found was the lost Temple of Bane, the last remnants of godly worship in the oppressive, Primordial-thrall empire of Arkhosia. The temple itself could be accessed only via a bridge made of a 1000 ft. long steel blade upon which the forces of morality (angels and demons) waged a constant war of unending bloodshed. Inside, the dungeoneers faced several non-combative trials, puzzles if you will, based on some commonplace
Game Theory stuff, such as The Prisoner's Dilemma; albeit refluffed to fit into a medieval fantasy world. I find that kind of thing particularly interesting.
The item itself follows a similar pattern to how I had been handling magic items for awhile. The item was overtly too powerful, but had a substantial drawback. This formed a temptation of using the item's very impressive powers, but risking the potentially disastrous consequences of its severe drawbacks. You see this sort of dynamic in play in traditional mythology and folklore, as there are few magic items in those tales that do not come with a price. In actual play, it's added a special spark of wonder and mystery to these rarely found artifacts.
You'll probably notice, too, that the item doesn't have a type (
weapon, implement, wondrous item, etc.) or any enhancement bonuses. That's because I don't believe in them. Those definitions are unnecessary and overly restrictive. I suppose you could say that all the magic items in the campaign are wondrous items. Any chump can pick up this supremely sacred magic item and use it, although it benefits some more than others. The campaign had inherent enhancement bonuses from the start, negating the need for any
+1 this or
+2 that. I just create magic items that fit the story. There's no need to worry about which dungeoneer can use the item or which dungeoneer is lacking in items or anything like that. My creativity refuses to be bound in such a way!