this post was submitted on 04 Jan 2024
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I need help/input/inspiration with a campaign I am planning. Without going into too much detail, in the world I've built there used to be a historically important and very powerful council of 7 mages (3 elves, a human, a gnome, an orc and a dwarf). They've each left behind a magical artifact of some kind. My group (druid, rogue, cleric and swashbuckler) is eventually going to hunt down all these artifacts.

I am struggling to find artifacts that would fit. They either feel too mundane or are way too powerful. I want these artifacts to be useful and powerful, for the time they get them. Of course, they're not going to get them all at once. So these things should be spaced out to be useful from about player level 3 to 12.

We're playing Pathfinder 2e, but I can easily adapt DnD items as well. If you have homebrew, I'll take that as well. If you have general input for these items or that plotline, that's great as well.

Thank you all in advance.

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[โ€“] [email protected] 6 points 10 months ago (1 children)

There are 7 schools of magic in dnd, so if we don't exclude necromancy we can have an extremely powerful artifact for each school. I think they could be balanced by having maybe few charges, or having difficult activation requirements, like specific places and times. One other option that comes to mind would be items that become more powerful the more powerful is the wielder, so they would seem and be remembered as astonishingly powerful, but were so because the mages were using them, and instead in the hands of the pcs are just a bit better than their nonlegendary counterpart

[โ€“] [email protected] 2 points 10 months ago* (last edited 10 months ago)

Yeah, that was the reason for the council being made up of seven. And necromancy isn't evil at all, all healing spells are necromancy afaik.

Edit: Pathfinder has eight schools of magic. Guess there's eight mages now.