Log in

No account? Create an account
D&D 3E
Fun random loot! 
19th-Apr-2009 09:13 am
The PCs in my pirate game just took out the fence/arms-dealer of a mid-sized town they're in. They're now inside his warehouse, will the potential to look all kinds of illicit goods. I figure this is an excellent chance to give them some fun/weird/random magic items that will make the game that much more fun an interesting. The 4 PCs are 7th level, and I figure I want to give them around 10k worth of stuff from this (it will represent the reward for a bunch of encounters). Anyone have any suggestions for neat stuff to give them? I want to try and stay for character-specific gear in this (i.e., no magic instruments just cause there's a bard in the party), looking for more general purpose gear that multiple characters may be able to use.

Currently, I've indicated that there is a small keg of something poisonous, and a quick peak at the MIC suggests that an Exploding Spike (possibly reduced in level/price slightly to allow for more stuff) would be fun. I also think I'll include maybe 1-2k of more liquid funs like art objects and gems. There will also be a significant amount of mundane (or maybe masterwork) weapons and armor, which may or may not count towards the overall wealth limit since it would be harder for the players to unload.

So yeah: what are fun bits of general-random gear to put in a looted warehouse for a group of 7th level PCs? :)

EDIT: To clarify, because it seems to be needed: I'm trying to come up with a number of "little" items and things to give the PCs--ones that don't necessarily have plot hooks attached. Rather than one really awesome item, I'm trying to come up with a number of kinda-neat items.
19th-Apr-2009 04:20 pm (UTC) - The Transporter
How about a kidnapped princess locked up in a trunk?
19th-Apr-2009 04:24 pm (UTC) - Re: The Transporter
Nice idea, but I've already got more plot hooks/devices than the PCs can handle ;p. Also, security might have been more than a couple mooks if something like that was going on.

And based on this group's previous actions, it's possible they would just kill her ;p Though I guess they might be interested in claiming the reward for themselves... hmm...
19th-Apr-2009 05:27 pm (UTC) - Re: The Transporter
How about an angry mind flayer locked up in a trunk that isn't one bit grateful at having been set free?

Edited at 2009-04-19 05:30 pm (UTC)
19th-Apr-2009 08:20 pm (UTC) - Re: The Transporter
How about a baby in a glove of storing? It's an item and a plot hook in one!
19th-Apr-2009 10:19 pm (UTC) - Re: The Transporter

Sorry, just something that came up in one of my games earlier this year. Carry on.
20th-Apr-2009 05:29 am (UTC) - Re: The Transporter
I was actually so intrigued with your idea that I ran it by some of my players to see if they would be interested in dealing with something like that. The results were fairly positive, so it looks like I'll probably actually include it. Thanks a bunch :)

Anyone have other ideas? (I don't necessarily need original items, just unusual things that I might be otherwise overlooking).
19th-Apr-2009 05:30 pm (UTC)
The Flagon of Ever-Worsening Swill. Upon command, it fills itself with a fine beverage. Each successive filling lowers the quality of the beverage noticeably. Resets each morning. This went to the half-ogre in my campaign; he loved it because he had to make progressively harder CON rolls to drink it, partially because it was so bad, and partially because he was really, really drunk. Originally made by a mage who was a recluse and wanted to have a couple flagons of very nice ale a night, but no more, so he built in the ever-worsening part to make it cheaper to create.
20th-Apr-2009 03:14 pm (UTC)
I'll never forget the time a DM gave me a ring of fire resistance 20 and a Cloak of Immolation. I think that's the name, anyway. It dealt 1d6 fire damage to its wearer each round and was cursed to be unremovable. The neat effect was that my character was an evil warrior (it was an evil adventuring party) who served Hextor so my armor was already Cold Iron Plate and the always-on-fire effect was amazing. The only drawback to me was that when I took fire damage I had to knock 1d6 off my resistance total. Oh, and I couldn't ride normal mounts or sit anywhere that might catch fire. But I did leave singed footprints everywhere. The effect was even better when I got a Nightmare mount. That character went on to found a military unit devoted to Hextor called the Burning Legion (this before I had ever played any of the Warcraft games, so I made that name up myself)

Anyways, enough digressing. My advice: either A) an intelligent item, which is always fun or B) an item you create yourself. Maybe it's a sword that launches a fireball every 6 rounds regardless of whether the wielder is in combat or not. Maybe it's an intelligent lawful-good undead-slaying sword whose pommel jewel is actually the lich's phylactery the party is looking far and wide for.
20th-Apr-2009 03:15 pm (UTC)
That was my post. Not sure why I was logged out.
20th-Apr-2009 03:29 pm (UTC)
As I said in the previous comment, I'm not really looking for new plot hooks (especially the kind that would be involved in intelligent items!)--I've got plenty of those.

I'm trying to come up "smallish" items (like probably less than 2k gp in market price) that could be fun to have as loot but won't necessarily drastically alter the course of the game.
(Deleted comment)
20th-Apr-2009 06:08 pm (UTC)
I like that idea. The only thing I'm seeing is its abuse potential.

Player: How much does this thing cost?
DM: 1,250 gp.
Player: Excellent. All right, my artificer can crank out one every thirty minutes. Okay, I make 40 of them and hire 40 commoners to wield them in battle and each add +2 to the AC of whoever needs it. Hel-LO, 98 Armor Class!
21st-Apr-2009 05:51 am (UTC)
Why waste the money on so many magic items? With 3000 peasants who have a readied action to take a javelin from the guy behind them you can get a javelin up to about mach 2 by the time front guy's action goes off.

21st-Apr-2009 05:48 am (UTC)
One item I've used before is a one handed mace that casts cure light wounds on a hit. It's obvious purpose is for fighting undead, but if for some reason they don't have identify available, it can be amusing.
This page was loaded Aug 22nd 2017, 7:01 am GMT.