Legacy Weapons

Post/Author/DateTimePost
#1

night_falcon_02

Jan 01, 2011 16:49:15
I really liked the idea of the legacy weapons in 3.5 and I'm working on doing some conversion work to use them in a current 4e game i'm running.

Has anyone else worked on conversion for them to use them that could give some advice as to how you placed them into the game.  I know where the first one is going to come from and plan to use that as a jumping off point to get the group into research and retrival mode to go about and get the other one.  As they will need them to get through the big bad. 

I'm not sure how they are all going to be placed yet as I never really liked the idea of the random encounters to pick them up as were in the Weapons of Legacy book.  At the same time I am wanting to stay away from the constant tomb robbing to pick them up.  I'm thinking it would work well to be done as side quests to go and get them, as this would help me flesh out the world.  Sending them out to meet other people, this would also possibly help them set up contacts outside the main area they are in.  This would help further their ability to gather allies for future issues, such as the fey army that will be amassing agasint them at one point.

How have dms in the past placed the items and set up the quests to go an retrieve them?
#2

Chiba_Monkey

Jan 05, 2011 19:27:29
I never bought that book in 3.5, but as I recall, they were weapons that advanced WITH the owner, instead of him replacing it for another magic weapon, right?

The Adventurer's Vault had something in it called "item levels as treasure", which I have used.

I had a player with a +1 Frost Warhammer.  On his wishlist, he mentioned to me that he liked the Frost ability and wanted to keep it, so when I decided to allot him a new weapon, what I did was include a +2 Frost Warhammer as the level 8 magic item in the parcel, but instead of giving him an actual new warhammer, I told him that his warhammer had increased in power and was now +2.  I timed this with the defeat of a powerful frist-related creature.

Now the disadvatange of this is that, when players get new weapons, they can sell or disenchant the old one at 20% of its value, so I made sure to allot 20% of the +1 frost warhammer's value in residuum in a later treasure parcel.
#3

Kereminde

Jan 12, 2011 13:43:39
Right now, I have a trouble with letting the players gear up before going on. I did give them fair warning I'd be bumping the encounter difficulty if they went ahead on a magic shopping spree. Actually, they were fairly smart about what they picked up, and didn't buy too many items . . . a fair amount of money was spent getting rituals and components, but . . . 

The one playing the dragonborn warrior noted his Sunblade was considerably stronger than anything he could get and rather versatile.  So I put my mind to work and determined it would actually grow in power as he progressed along the storyline. And not in a predictable way; I set a treasure of equal level to the Sunblade itself which would give him a power to use the inherent radiant effect to assist in his Intimidate/Diplomacy check, exuding an aura of command.

It's also currently acting as any specific metal which triggers vulnerability to stop regeneration among monsters in the ruins he's having to go through by storyline. It suits, because of how the story reads . . . and he's not entirely aware of that property yet! 
#4

night_falcon_02

Jan 12, 2011 22:44:59
Thanks for the info.  I'm modifing certain items and created a couple new ones that I'll be giving out. 

None of the charaters know that they are going to be getting the items yet.  They will advance with them as they do of course.  They will also have some powers built in besides the bonus's to hit and damage.  I really like the idea of the stories and histories behind the items.  I also have players who like things the really flesh out the campaign history and setting. 

I'm paying alot of attention to the omens on the items.  As well as customizing the items to them so they will actually want to keep them as they gain levels.  They are only level 2 right now and will be getting the first item in their next adventure, so that the weapons really do "imprint" on the characters and players. 

I've basically decided on each item having an omen that helps set it apart at the very begining with a small always on property.  Each of these will be a small, +2, skill bonus.  The omen itself possibly will be useful, but that's not for certain.  They will then get bonuses as they move up as well and new powers.  I want them to be close to artifact levels by the end of it.  I'm also ignoring quite a few design rules as well.  My biggest concern is putting to much on them and the players having aproblem tracking their items.

The first one to be given out will be adapted from a 3.5 mod Barrow of the Forgotten King.  This is what I will do during the heroic tier.

Merthuvial - translates into Kingmaker

A longsword of exquisite craftmanship and perfect balance with a solid black blade set into a pure silver hilt and pommel with soft leather handle.  When pulled from it's dark leather sheath the swords blade glows with a pure white energy.  (providing light like a torch)  In battle the sword burns with a red glow.

lvl 1 - +1 adamtine Longsword, +2 bonus to diplomacy

lvl 3 - +1 to will defense

lvl 6 - +2 adamtine Longsword, +2 strength bonus outside of combat while carrying Merthuvial

lvl 8 - whenever you second wind or take a total defense action add the item bonus of Merthuvial to your defenses and hit points regained.

lvl 10 - +2 to will defense, Daily: (free action) Use this power when you hit with Merthuvial.  The target is dazed until the end of your next turn.  If the target is evil or chaotic evil it is instead dazed (save ends).