May 3rd, 2011
                Hello  everyone and welcome back to anther exciting Grave Plots, where we bring you exciting plot hooks and adventure  ideas each and every week.  This week I’ve  decided it’s time to discuss magic items.   In modern fantasy and ancient folklore alike, magic items of one kind or  another play a critical role in invoking the sense of wonder these tales are  meant to inspire; however, for my part at least, in D&D that sense of  wonderment surrounding magic items is severely lacking.  Over time, various supplements have tried to  re-inject this sense of wonder: the legacy gear Wizards created for 3.5 is one  example, and our own Into the Armory,  available now for free download in our downloads section, is  full of items specifically designed to recapture that sense of amazement.  Unfortunately, these supplements only go so  far.  After all, the cool gear in Into the Armory isn’t going to inspire  any wonderment if some seedy wisecracking merchant is selling your PCs bulk hivelord armor proclaiming ”by five get  one fist of the legion free!”  In my personal experience something like  legacy items, where wonder is drawn from investing time and energy into the  history of the weapon, has also come up short, since something like that really  needs to be a minor campaign element, and for us it was always more of an  afterthought that didn’t really fit into the main part of our game, and  ultimately became more of a hassle than anything else.  All this has lead me to the conclusion that  if we as DMs want to use magic items to their fullest potential as storytelling  devices, then it’s time to stop waiting for solutions to fall out of the sky,  get off our arses, roll up our sleeves, and do the work ourselves.  Which brings me to the reason you no doubt  showed up here today: the plots, all crafted to help you get something extra  out of your magic items. 
      
Getting New Magic  Items
                Perhaps  the largest reason magic items have lost their sense of wonder is that, for a  long time now, they’ve been made into a commodity bought and sold by PCs as  easily and readily as rice or linen.  In  the great stories and old lore, magic items are scarce and so feel more special.   It is my contention, then, that the  easiest way to make items feel more wondrous is to increase their rarity.  Simply remove magic items from the shopping  list and that belt of giant strength +4 suddenly feels a whole lot more precious.   However, even making items rarer isn’t enough to establish the aforementioned  sense of wonder; you have to go that extra mile to really make each new  acquisition an exciting and memorable experience, as that is truly where that  sense of wonder stems from.  To that end  I would like to discuss briefly some ways to help do that with your magic items  and slip in a few sample plots to help get you thinking in the right  direction.  So without further ado, let’s  move on to a couple of simple and fascinating ways to acquire magic items. 
      
Discoveries 
                Commonly,  the hero in fantasy stories discovers his magic items as he progresses in his  quest.  This might seem simple to  replicate – after all, treasure hordes and the like are a major staple of the  basic D&D game.  The real magic,  however, comes from the setup, the ambiance, and in the act of really earning  your magical treasure.    
      
As a Plot Hook
                Important  discoveries only very rarely happen by chance – most are the result of a great  deal of research and difficult trials. That being the case, discoveries can  make for excellent plot hooks!  Send your  PCs on a lengthy search for the tomb of an ancient wizard king said to be  buried with artifacts of great power.   Place a magic sword in a stone hidden in a dangerous and remote location  just waiting for a worthy wielder to brave the wilderness and claim it for his  own.  And don’t forget powerful villains  as a source of treasure; after all, just because it won’t feel very wondrous to  pick up your magic sword from goblin number 7 doesn’t mean that suddenly  dragons shouldn’t have a powerful magic item or two in their horde.  
  
  Receiving New  Items
                The  most common way heroes in folklore acquire new magic items is to receive them  as gifts from deities, wizards, faeries, and other powerful entities.  This serves not only to explain why the item  is magic but to lend instant credibility to its enormous power and  significance.  Obviously, these powerful  beings aren’t just handing out goods like candy, and receiving such an item at  all is a spectacular and memorable experience sure to bring out some of that  wonderment I’ve been going on about.  
      
As a Plot Hook
                Receiving  a magic item from a powerful entity is rare gift and one which typically  requires that the recipient accomplish great things either before the item is  handed out or immediately after receiving the item.  Specific quests can take really any form and  so you have a great deal of plot hooks at your disposal to coax the PCs into  having cool adventures, or you could hand out an item for a job well done on an  unrelated matter.  Finally, you could  consider handing out a magic item for unclear or ambiguous reasons, but only so  long as you utilize that situation later. For instance, a fey named Daureg might  give the PCs a magic sword because he just likes their style.  Later, while traveling through the forest  Daureg calls home, they encounter a powerful demonic entity which threatens to  destroy the whole world, and it is only by using Daureg’s gift that they can  overcome the creature – which is, of course, exactly what Daureg intended when  he gave them the blade in the first place.
Making Your Own
                Personally,  I’ve always preferred to do things myself when I have the chance, whether  that’s making dinner, improving things around the house, or preparing an  adventure for D&D, and I imagine that a lot of players out their feel the  same way when it comes to getting magic gear.   When creating magic gear, however, it’s important to make the experience  something more than a series of Craft rolls and the expenditure of gold pieces,  if you want to really get the most out of it.   Making crafting fun is simple: include some exotic ingredients, complex  rituals for the PC(s) to roleplay, and a good deal of personal flair to make  your +2 flaming longsword more than  just a little bit cheaper than the one that fighter X has.  It should be noted that in order to really  get the most out of this, everyone should be on board, willing to listen and  participate.  You may also need a less  cut-and-dry, tedious, and frankly kind of boring Craft system, but that’s  another article. 
      
As a Plot Hook
                When  trying to make an adventure out of crafting, it’s important to add stakes. Perhaps  the item requires rare ingredients, or the ritual needs to be performed just  right, or the PCs are on a clock because the devil they promised to make a  sword for doesn’t accept late work.  
      
Well that’s it for this week’s Grave Plots. See you all next week for more exciting adventure ideas.